Fix error handling in R_ParseSpawnVars

When R_GetEntityToken returns qfalse it resets pointer for parsing, by
R_ParseSpawnVars not returning qfalse it could cause an infinite loop.

Also add newlines to printfs.
Don't say cubemap is outside lightgrid 6 times
Fix R_GetEntityToken ending prematurely

If spawn var key or value is "" it caused R_GetEntityToken (available to
cgame, used by opengl2) to stop parsing, whereas game VM would continue.

Changed it to match parsing used for game VM
(see G_GET_ENTITY_TOKEN in code/server/sv_game.c).

The map poq3dm5 has a "wait" key with value "".
Merge remote-tracking branch 'ioquake3/master'
spearmint: Support SoF2 sun shader keyword

q3map2 treats it the same as q3map_sun.
spearmint: Ignore SoF2/JK2/JA noTC shader keyword

Already ignores RTCW nocompress keyword.
Fix typo in animMap and videoMap warnings
Merge remote-tracking branch 'ioquake3/master'
spearmint: Display actual keyword in map and animMap warnings

RTCW map16, animmapcomp, etc will be shown instead of generic map or animMap.
spearmint: Add support for clampAnimMap

Supported by SoF2, JK2, and JA.
spearmint: Add support for oneshotAnimMap

Supported by JK2 and JA.
spearmint: Add support for oneshotClampAnimMap
spearmint: Warn when there are too many images for animMap
spearmint: Add support for aliasShader

Used by SoF2.
spearmint: Ignore damageShader

Used by SoF2. Ignoring it works ok. I'm not sure how to
implement it.

A warning is printed to avoid forgetting about it.
spearmint: Allow changing shaders directory

SoF2/JK2/JA use "shaders" instead of "scripts".
Parse q3map_sunExt in OpenGL1 too

Used for drawing sun, which is supported by both OpenGL1 and OpenGL2.
OpenGL2 already parses it.
Merge remote-tracking branch 'ioquake3/master'

Conflicts:
	code/renderergl1/tr_shader.c

Note, Spearmint always skips extra tokens at end of line
so doesn't need to skip two extra tokens for q3map_sunExt
specifically. It would cause next line to be skipped.
Don't mix sfx with NULL soundData

Caused a crash. Already done for looping sounds.
DMA 44100Hz needs more memory for sound buffers

It doubles the size of the data compared to the default (22050),
so increase the buffer automatically. Likewise, decreasing speed
doesn't need as much (though that doesn't really matter).