Fixed bug where projectiles would be jumbo size on clients
- Fixed GetNetworkTime(); it had to be in an AActor object that the client owns (thus APlayerController)
- Replaced Win32 time function with chrono function
- Made how we determine network roles more in line with Unreal's practices (using less-than comparison rather than not-equals)
- Moved respawning to C++
- Made it so clients can kick the ball