Try to fix Travis CI MinGW builds

Listing i686-w64-mingw32-gcc as a compiler stopped working.
Travis tries to print version before installing it.

$ i686-w64-mingw32-gcc --version

/home/travis/build.sh: line 201: i686-w64-mingw32-gcc: command not found

The command "i686-w64-mingw32-gcc --version" failed and exited with 127 during setup.

Conflicts:
	.travis.yml
	travis-ci-build.sh
mint-arena: Fix mouse position when open/close console in-game

Mouse position was moving right each time I opened/closed the console.
Only happened in 4:3. I think I remember similar issue, I think fixing it
in wide screen broke 4:3. Now it works in both 4:3 and 16:9.

I move the converting to/from window coords to cg_main.c instead of
duplicating in both UIs.
mint-arena: Update q_shared.h to match Spearmint
Mecwerks-Logic: Define damageType in bg_items.c
mint-arena: Improve storing collision type for adding new types

Breaks demo/network compatibility and VM API compatibility.
mint-arena: Increase body queue size to 64

When there are a lot of players, there can be times there should be more than 8 corpses.
When there is free body in queue, the oldest body is replace (resulting in a coprse vanishing).

From ioid3 Google Code project.
mint-arena: Remove unused INFINITE define
mint-arena: Add smooth corpse sinking

Q3A does corpse sinking in game VM and only updates the locatation
every 100 milliseconds. I moved corpse sink to cgame made it smooth
change instead of changing every 100 msec. There is a new cvar
to enable the old behavior (cg_smoothBodySink 0).

I also fix the issue of shadow disappearing before corpse is
removed. It was caused by casting shadow from tag_torso which
may go into the ground.
mint-arena: Disable overbounce bug by default

Jumping in place sometimes causes Z-velocity to flip direction
when they hit the ground, causing player to "jump" again.

This is a known Q3 bug, but like the strafing bug it's considers
a gameplay feature by some. However, the overbounce bug looks
really dumb and makes no sense so disable it by default.

Require server to set pmove_overbounce 1 to enable this behavior.
mint-arena: Place player sprites over tag_torso, instead of entity origin

Use tag_torso on player's legs model as origin for floating
award/talk/etc sprites. This causes sprites to move with the
model when jumping and stuff, instead of being attacked to an
invisible object (the entity).

Also don't draw connection and talk sprites not-in-mirrors
when in first person. (I broke it.)
mint-arena: Make gibs and shells ride movers

If gib or shell falls on mover it now moves with it.
Sometimes gibs spawn inside mover, in which case they
are just removed.

Make traces for local entities collide with movers at
render position (i.e., now) instead of serverTime of last
snapshot.
Merge remote-tracking branch 'upstream/master'