Latency Updates cleaned up from original pull

1. Set the fixed initial rate to 200ms (5fps)
2. Created a function to convert the variable returned for the latency cube to work with the movement update function.
3. Set a maximum for updates to 1/200ms
4. Changed the update interval to be based on this dynamic variable. (and added debugging to see the rate at which you're sending updates.)

What this means is, if you're ping is utter crap, (1000+ms) you'll no longer buffer up a bunch of movements and send them all at once, you'll only send them at the rate you're pinging. But practically, if you're pinging 187ms you'll be updating at nearly the maximum rate you can (5 times a second.) 

This has been tested, and will require a secondary change from the assumptions in UserMove() in user.kod.  That is currently in testing.  This change can stand alone without that piece, but will cause an increase in false "speedhacking" flags until that is resolved. Working that separately now.