Update SDL 1.2.15 to Revision 8040
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 "".
Fix typo in animMap and videoMap warnings
Parse q3map_sunExt in OpenGL1 too

Used for drawing sun, which is supported by both OpenGL1 and OpenGL2.
OpenGL2 already parses it.
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).
Merge branch 'master' of https://github.com/ioquake/ioq3