Revision of #605: requested alterations.
origin: http://www.garagegames.com/community/resource/view/6538/1

Verification methodology/usage:
Functions for stock player physics.
1) Add a convex shape named Hitbox0, Hitbox1 ect (up to 20) to a player model. Can be children of bones so that they animate. (If not, falls back to stock bounding box + percentile lookups.)
2) Go to game scripts\server\projectile.cs
in the method ProjectileData::onCollision(%data, %proj, %col, %fade, %pos, %normal, %hitbox), flip on the remmed out comment. %hitbox should reflect a given hitbox mesh struck.
critical fix first: a) codeblock within the wrong chunk. b) expanding that HB prefix to a full Hitbox no longer fit in an 8-char buffer. Upped to 16 to give some additional breathing room.
A) Max_hitboxes becomes MaxHitboxes, B) commentary cleanup.
Adds missing declarations from the porting process.
ensures that hitboxes will register reguardless of lod level.
clarification via nomenclature:
HitBoxNum becomes hitArea to reflect general usage.
HBIndex becomes mHitMeshID to clarify that among other things, it doesn't have to be a box.
Merge pull request #25 from Azaezel/player_hitboxes_rev2

Player hitboxes rev2