mint-arena: Setup bot physics after map restart too
mint-arena: Include current AI Node in bot info

bot_report 1 to show when following in spectator mode,
and botreport command.
mint-arena: Check if bot is blocked after final dir is set for walking
mint-arena: Remove unused function Intersection in ai_move.c
mint-arena: Move BotMoveInDirection below BotCheckBlocked
mint-arena: Check if blocked in BotMoveInDirection

Allows fallback movements to be attempted if blocked by an entity.
mint-arena: Make BotRandomMove more robust

Pick random yaw, if it fails add 45 degrees until valid move or tried all 8 sides.
mint-arena: Fix BotInterpolateCharacters failing first time

I started to change botcharacters loops when I ported it to game VM,
but decided to leave it alone. Forgot to change this one back.
Remove -falign-loops and -falign-jumps from Makefile

Clang warns and errors because of them on various platforms.

Based on ioq3 pull request by @xhairball.
mint-arena: Allow spriteScale/spriteGen to be used

Disable the polygon sprite rendering in favor of allowing
spriteScale and spriteGen to be used.
mint-arena: Add alphaGen skyAlpha / oneMinusSkyAlpha support

Support setting sky alpha using "skyalpha" in worldspawn like FAKK.
mint-arena: Have bots try to crouch in BotMoveInDirection

This patch adds the code that is needed to get bots crouching in front
of obstacles where the bot should crouch. Here are the details what I
have done:

1. I delete the dead code in 'BotCheckBlocked'. Moreover I deleted the
   'if (movetype != MOVE_CROUCH || ...' condition a few lines down,
   because it did nothing.

2. Instead I added a new function called 'BotCheckBarrierCrouch' where
   it should be, called from 'BotWalkInDirection'. Technically
   'BotCheckBarrierCrouch' acts similar as 'BotCheckBarrierJump' apart
   from the fact that it checks for obstacles where a bot can crouch
   through and not obstacles for jumping. So this isn't really a new idea.

3. Inside 'BotCheckBlocked' I deleted the line
   'maxs[2] -= 10; //a little lower to avoid low ceiling'
   to get rid of the problem mentioned above.

4. Inside 'BotWalkInDirection' I moved the code for:
   '//get the presence type for the movement!'
   a few lines down. The reason: a few lines above 'BotGapDistance' sets
   'type |= MOVE_JUMP'. I think it's good to get the presence type after
   the movetype has been set, and not before! (though this is a safety
   thing, and not directly related to get crouching bots!)
mint-arena: Fix bot presence type for barrier crouch

There use to be a lot of crouching and standing up before reaching the shorter arena.
I think it's because BotCheckBlocked uses presence type and thinks move is blocked.
Setting presence type to crouch when crouching under barrier fixes it.

Fixes Crash getting stuck. Just kept crouching and standing up.
mint-arena: Backport Team Arena head model to q3_ui

It's supported by cgame in Q3 and Team Arena.
mint-arena: Add option to build Team Arena using Q3 UI

make USE_MISSIONPACK_Q3_UI=1

Must run `make clean` when before changing USE_MISSIONPACK_Q3_UI from 0 to 1 because HUD code fails linking.
mint-arena: Fix obelisk model not dropping to floor

Team Arena's Overload gametype has red and blue team Obelisk base objects.
It uses separate entities for visual and damage. Only the damageable entity was dropped to floor.
Leaving model floating off the ground.
mint-arena: Fix bot level item for obelisk being start in solid

Obelisks are solid and spawned before bot level items are added. So they always start in solid.
Unlink the obelisk game entities before adding bot level items and relink afterwards.

In vanillaQ3/ioq3 this wasn't a problem because of a trace bug.
Non-brush entities use a temp box model that was hard coded to have CONTENTS_BODY.
The trace in AAS_DropToFloor uses mask CONTENTS_SOLID, so it would hit any non-brush entities.
Merge remote-tracking branch 'mint-arena/master'

Conflicts:
	Makefile
	code/game/ai_goal.c
	code/game/ai_move.c
	code/game/g_team.c
	code/q3_ui/ui_local.h
	code/q3_ui/ui_playermodel.c
	code/q3_ui/ui_players.c
	code/q3_ui/ui_playersettings.c
	code/ui/ui_players.c