Modular rendering system. Patch by use.less01
This might break MSVC builds. I'll take care of it later

(cherry picked from commit 40dfcee06e70ebf0ccb7c7b8172e330e5395e38a)
Add forgotten file for last rev

(cherry picked from commit 5a1449bd518a1221327f775bc8b7a8924579a62b)
Make FBO support compatible with Modular rendering system
Don't search system directories for renderer lib

(cherry picked from commit 404fe4e6e05fc44dc38158e123ea3916e58710e7)
- Fix already defined command warnings for minimize
- Fix recursive CL_Shutdown warning and "command already defined" warnings when quitting while playing on a server that changed the gamedir.

(cherry picked from commit 8ab91bde8ed52db68987797ded498c1e8023f643)
Batch of bug fixes for gamecode. Patch compiled and log message written by Tobias Kuehnhammer (#5144)

This Patch fixes:

- The "fraglimit warning" was not played at all, if on the blue team.
- The "where" console command was broken.
- Obelisk explosion wasn't drawn if no Rocketlauncher was loaded.
- Impact marks sometimes didn't draw at all.
- IMPORTANT BUGFIX: No killing for cheaters with Lightning gun and Gauntlet.
- If two doors are close to each other a spectator couldn't fly through them.
- More robust, efficient and logical respawning routine.
  NOTE: The game.qvm will get notable smaller and will use LESS MEMORY!
- Drowning sounds are fixed. Now they are played as intended. (as the id
comment
  in the source code shows).
- Some AI bugs (OVERFLOW!) in the bot movement code.
- Several "Team Arena" Overload and Harvester bugs.
- Stops bots from attacking a team mate (player) who only changed teams.
- Some voice chats and CTF commands fixed.
- "Team_ReturnFlag" was called twice, which did wired things sometimes.
  NOTE: (G_RunItem checks CONTENTS_NODROP already!)
- A bugfix for Gauntlet animation.
- Incorrect CTF scoring.
- A bunch of corrected comments and print lines ("\n").
- Some regularity of expression and some small trivial bugs.

Details:

********************************************************************************
BUG: in gamemode GT_TEAM the fraglimit warning will not be played if joining
the
     blue team!
--------------------------------------------------------------------------------
Solution: In "CG_CheckLocalSounds": if cgs.scores2 > highScore, highScore
should
          be cgs.scores2.
********************************************************************************
BUG: the "where" console command doesn't work as expected (it's always 0 0 0)
     but not in id Quake 3 Arena. It seems that now Ioquake3 is affected!
--------------------------------------------------------------------------------
Solution: In Function "Cmd_Where_f" ent->s.origin should be
          ent->r.currentOrigin.
********************************************************************************
BUG: in gamemode GT_OBELISK obelisk explosion won't be drawn if there is no
     Rocketlauncher loaded. (The "maps without Rocketlauncher" bug)
--------------------------------------------------------------------------------
Solution: in "cg_main.c": cgs.media.rocketExplosionShader should be registered
          if gamemode is GT_OBELISK.
********************************************************************************
BUG: Impact marks sometimes doesn't draw at all. Not easy to reproduce if you
     don't play (io)Quake3 every day and know the places where it happens! ;)
     But anyway...
     Test: start q3dm12 go to "Long Jump Canyon" (where the small platform
     teleporter for the BFG is) place yourself at the point where the railgun
     spawns, look in the direction where the red suspended armor is. Now shoot
     at the sloped wall on the out/leftside of the door you see. (the sloped
     wall should be nearly in the center of your screen now). If you choose the
     correct brush face and shoot up and down at this brush face, the impact
     marks sometimes aren't visible.

     There are hundreds of custom maps where this can happen!
--------------------------------------------------------------------------------
Solution: I replaced the function "SnapVectorTowards" with the one from
         "Wolfenstein - Enemy Territory (GPL Source Code)"
********************************************************************************
BUG: Normally "NOCLIP" cheaters are logically not allowed to fire a gun.
     Unfortunatly the Gauntlet (and Lightning gun) was forgotten and not
     restricted to that. All weapons except those two were handled correct.
--------------------------------------------------------------------------------
Solution: Make Gauntlet and Lightning gun not firing for someone who cheats
          with "NOCLIP" (like all other weapons).
********************************************************************************
NOTE: A few bugfixes are not mine and are reported here:
      http://www.quake3world.com/forum/viewtopic.php?f=16&t=9179.

      Thanks to Quake3world, for all those years and the good guys there!
********************************************************************************
BUG: During making a mod I found a very strange bug, which mainly occurs if
     someone tries to implement a lot of singleplayer monsters which should
walk
     slowly (like the "Crash" bot). So if someone wants to make slow down bots
     or monsters when they are walking towards a goal and alter the function
     "BotMoveInGoalArea" then the bots/monsters do stupid things. Otherwise and
     this is the default (also buggy) behavior they start running although they
     shouldn't (as seen with the "Crash" bot and will not be fixed here).
--------------------------------------------------------------------------------
Solution: Fix overflow in bot user command. BUGFIX from "Hunt" mod by J.
          Hoffman.
********************************************************************************
BUG: in function "BotMoveToGoal" the special elevator case doesn't make sense.
--------------------------------------------------------------------------------
Solution: in "be_ai_move.c": ((result->flags & MOVERESULT_ONTOPOF_FUNCBOB) ||
                              (result->flags & MOVERESULT_ONTOPOF_FUNCBOB))
                   should be ((result->flags & MOVERESULT_ONTOPOF_ELEVATOR) ||
                              (result->flags & MOVERESULT_ONTOPOF_FUNCBOB)).
********************************************************************************
BUG: in function "BotWantsToRetreat" and "BotWantsToChase" this is wrong:
     "(bs->enemy != redobelisk.entitynum || bs->enemy !=
blueobelisk.entitynum)"
--------------------------------------------------------------------------------
Solution: "... redobelisk.entitynum) && (bs->enemy != blueobelisk.." is
correct.
********************************************************************************
BUG: in gamemode GT_OBELISK there are too many node switches for bots
     (test: mpq3tourney6 with many bots). If that happens, game becomes
     unplayable. I don't know if this is the best solution but here it is:
--------------------------------------------------------------------------------
Solution: In function "AINode_Battle_Fight" right after:
if (!BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, bs->enemy))
{
   I added this:
    if (bs->enemy == redobelisk.entitynum || bs->enemy ==
                                                        blueobelisk.entitynum)
{
    AIEnter_Battle_Chase(bs, "battle fight: obelisk out of sight");
    return qfalse;
    }
********************************************************************************
BUG: in gamemode >= GT_TEAM, after team change, bots will (sometimes) not stop
     shooting at you, although you are on their team now. It seems that the
     configstrings are f***** up or not reliable in this case!
--------------------------------------------------------------------------------
Solution: In function "BotTeam" and "BotSameTeam" get the real team values.
********************************************************************************
BUG: Some of the bots voice commands are wrong. They are commanded to attack
the
     enemy base but they say "Okay, I will defend!"
--------------------------------------------------------------------------------
Solution: Corrected some voice commands in "BotCTFOrders_FlagNotAtBase" and
         "Bot1FCTFOrders_EnemyDroppedFlag"
********************************************************************************
BUG: Spectators couldn't fly through doors if they are very close to each
other.
     You can test it with some regular id maps (q3dm14, q3dm12) but there are
     also many custom maps where this can happen! This is annoying because in
     the worst case you can't move at all and are caught inside a door.
--------------------------------------------------------------------------------
Solution: There is a solution in a mod called "Hunt" by J. Hoffman.
          Bugfix is included in this patch!
********************************************************************************
BUG: During making a mod I found it very hard to implement some of my ideas
     (something like "Limbo" or "Meeting") because of the way the player spawn
     effect, intermission and spawning on victory pads is handled. I reworked
it
     a bit and simplified it so that the effect is handled when a client
     respawns
     (as the name says) and not when a client begins. I think this will help
     more
     mod makers everytime they want to make changes to spawning of players,
bots
     on victory pads or monsters... and want to avoid spectators with
     Machineguns
     which can kill and score... :()

     NOTE: I also renamed the poorly named function "respawn"
           to "ClientRespawn". If someone searches the code base for "respawn"
           it was really hard to find the correct place for what was
           meant. "respawn" is used so often, that you really get headache ...
           now with "ClientRespawn" it's easier!

     IMPORTANT: The whole respawning, moving to intermission point and
                everything related to that is now done in a more reliable way
                without changing the default behavior. (How critical the whole
                spwaning mess was did you see by yourself (ioquake3 rev. 2076).
                With this patch it's safer.
                Trust me, I spent hours of fixing silly problems...
--------------------------------------------------------------------------------
Solution: Simplified "ClientBegin" and moved the teleport event
          to "ClientSpawn".
********************************************************************************
BUG: If a player is dying or hurted under water the hurt/dying sounds AND the
     drowning sounds are played together. This is silly. Moreover it's no good
     idea to let the server play client sounds! There was a solution in a mod
     called "Q3A++" by Dan 'Neurobasher' Gomes which fixes the problem.
--------------------------------------------------------------------------------
Solution: Created a "CG_WaterLevel" function to play the appropriate sounds.
********************************************************************************

(cherry picked from commit eb9fe030c47281e6145908e0331cc543b4aaf432)