ifdef out some droptofloor() logic that appeared to be kludge-fixes for certain mods, but which was causing 10000 gi.trace limit errors on map start
Add Bot_LevelChange() to SpawnEntities() to clear out bots on gamemap; However, mod still becomes flaky after gamemap...
autospawn cvar now interpreted as number of bots to spawn on map change; shortened initial delay spawning bots into new map
Added strip_bot_tag_from_client_name in ClientUserinfoChanged() to prevent players spoofing bot tag