New Objects so that shit can get passed between server and client
Modified make file to compile GameState and Entity files
Modified client to just pass Ent structs to the gamestate object instead of making entities which is shit and doesn't turn out to be a player...
Changed stuff so the client actually gets game updates because network wasn't setting the frame.data.type
Server no longer converts players to entities then calls.toEnt because that fucks everything and they end up being ENT_UNKNONW because of it
Client doesn't touch the Ents by converting them to entities. Instead they're passed straight up to gamestate as a std::vector of ents
GameState no longer expects or exports entities instead it expects ents and converts as neccessary. Right now it's hardcoded to player objects
So it works yay