Event-based keyboard input and weapon switching.

-Only selected weapons will have their firerate and reload timers updated.
Finish Brute kit.

-Shotgun and SMG work alright.
-Skills that use the buff system will result in a crash, as the buff/skill
system is still being worked on.
Remove unnecessary files and functions.

Remove view.lua (moved to ViewOvw)
Remove love.keyboard.downs (no longer needed).
Automatically load all data; Organize data better;
Start on buff engine; Adrenaline mostly working;
Fix skill updating; Simplify bullets; Add server;

-Skills now update in addition to the active weapon.
-Bullets are now instant lines instead of projectiles (this may change).
-Added server skeleton.
-Updated lib/net.lua.
Add netovw; Add net tags; Integrate net into ovws

-Net tags allow NetOvw to provide different behaviors depending on if the
game is running as a client or server while maintaining a commonish
interface.
-Change view.lua to viewovw.lua for consistency.
-Reference MapOvw as Map for consistency.
-lib/net:receive now takes and runs a function on receiving data, rather
than emitting a 'net' event, resulting in cleaner ovw's.
Add send functions to Net objects;

Basic syntax is:
  Net:begin(msgId)
     :write([string | int], [nil | int_bitlength])
     :write()
     ...
     :write()
     :send()
Add msgInit functionality;

Bitstream:read still eneds to accept multiple arguments.
Index messageHandlers with human readable names;
Networking infrastructure; Add PlayerDummy tag;

Server now tracks clients correctly
Server removes clients on disconnect
Add PlayerDummy tag
What even is a class select screen;

Add hud.lua
MapOvw calls love.graphics.reset
Finish class select screen;

Loader now stores a map of classId => class table.
Hud now features event-based input.
Game has a cascading input system, allowing program components to
propagate or specifically prohibit propagation of input events to other
components.
Set up Net.msgClass in both net tags.
Add PlayerServer
Properly load other players when joining a game;

data.classes can now lookup classes in both directions.
PlayerOvw interpolates other players (not just the main player).
ViewOvw now works correctly when other players are in the game.
Add basic wasd syncing;

Fill in sync methods for ovw's and players.
Add table.count to util.
Setup for online;
Naively sync x, y, and angle; Add spawn points;

Add constants "purple" and "orange", which are 0 and 1.
Remove most print statements.
Add spawn points to map file format.
Color player sprites based on team;
Add networked dying and respawning;
Don't draw dead players;