Show info about bot in spectate follow mode

Must set bot_report cvar to 1 to enable.
Fix bot_report to not overwrite unrelated config strings (CG_ITEMS, etc).
Check #ifdef MACOS_X not #if MACOS_X
Clear botinfo configstring when bot_report disabled or bot disconnects
Add botreport cmd and fix botinfo leader state in cgame

Add botreport command based code already in game. Made it use CS_BOTINFO.
Fix bot_report follow overlay in cgame to show correct leader state. Can only point to two values in infostring at a time.
Add bot_report cvar to README

It exists in Q3, but doesn't do anything. So document it's new behavior.
Allow more bot debug messages

DEBUG is not usually defined, changed most ifdef DEBUG messages in game to if bot_developer.
Add bot_shownodechanges and bot_showteamgoals cvars, they print lots of messages so I want separate from bot_developer.
Fix UI getting key events it should not

trap_Key_SetCatcher( x ) causes key up events for all helds keys.
Setting KEYCATCH_UI caused UI get escape key up event, which caused
Team Arena to call UI_ForceMenuOff() in the middle of UI_EnterMenu.

Caused by 1c1804d3aa1b396e670566c90f99345ca10afb77.
It made CG_KEY_EVENT be called even if no key catcher is set.
Split CG_KEY_EVENT body from vmMain into CG_DistributeKeyEvent
Fix up cgame key event

Move more code from client.
Call trap_Key_GetCatcher less.
Make sure we don't drop to dedicated console if menu closes (like client use to do).
Have escape bypass console (like client use to do).
Fix disabled code, missile team is sent in s.team not s.modelindex

entityState_t::team is new in Spearmint. Q3 only networked team of proxy (in entityState_t::generic1).
Add missing check to unused bot code and disable the function
Fix and increase max BSP models (aka submodels)

I changed MAX_SUBMODELS from 256 to 512 to match ET in ioq3ztm r269, but was incomplete.

Increase MAX_SUBMODELS to 1024. Matches q3map2's limit and is 4 times Q3 size like Spearmint's MAX_GENTITIES.
Fix buffer overflow in cgame if more than 256 submodels. Moved MAX_SUBMODELS to cgame because it only matters there.
Increase bits networked for modelindex so can hold up to 1023 instead of 255. (Increase bits for modelindex2 to be consistant.)
Change error message when too many submodels (tell what limit is and number too many). Now it's the same as Raven's for EF and JA.
Make sure BOX_MODEL_HANDLE and CAPSULE_MODEL_HANDLE do not overlap with a submodels!
Move last 3 BUTTON_* to cgame

No reason to force games to use them. (Though BUTTON_WALKING was alraedy set in cgame.)
Show correct number of console lines in narrow windows

It was showing too few.
Get loading screen info from gameconfig.txt

Show client loading screen at vid_restart.
Support 200 loading shaders, each with their own aspect and background color (for when image is different aspect than window).
Loading images are always drawn aspect correct, scaled to fit window width/height.
Next loading screen index is set by cl_loadingScreenIndex. Client auto incraments it, cgame could limit and allow more over time.
Don't start game entity loops at index 1

Skip all players or none.
Fix in g_svcmds.c copied from @exidl.
Add trap_FS_Tell to game and cgame VMs
Fix VM FOpenFile( FS_READ ) files seeking twice in FS_Seek
Remove unused variable baseOffset from fsh[]
Support FS_SEEK_END and negative offset for zipped files in FS_Seek

Use FS_SEEK_END in sound code instead of working around it.
If FS_SEEK_SET and going to current position, just return.