The impulse is fairly weak, but it has no cooldown (of course). As long
as you can reliably click on them, you can keep dragging them around.
This builds charge.
Portal now COSTS charge, rather than gaining it, so that you bully
people until you can build a portal.
Currently it just switches up by one hero.
To change, I had to change the set_status rpc protocol to include
rotation (that way switching heroes isn't jarring); so they're combined
here.
This is the real initial commit with all the code I have until now.
Networking: A server and 2 clients connect and then control their
players. This is still buggy. For example, every client controls the
/same/ player.
FPS controls: WSAD, Jump, and Look with mouse are all implemented (Taken
from Caliou's demo). This includes collisions.