Scripified offline mode

#235
I put all of the character object information that was in local_full_local_multi into a function in LocalMultiplayerController.  Now offline mode can start games in the same map as networked mode and work just as it used to.
netPause, netPlayerRespawn, netWinCollider have offline-game handling and their offline counterparts are obsolete.   It also uses the better minimap icons now.

Issues: 
  I don't have the controllers to test with 3/4 players.
  Only one screen has the audio listener so another player driving makes no noise unless they are close to each other.  I think before it had multiple audio listeners but I'm not sure how well that worked.  Car noises should be made 2D for splitscreen games imo.
  your saved online name gets overwritten as playerX - fixing this when all the scripts are sorted out
  all ball markers show on all screens, tagging them should fix this.
  
Next:
  Move player instantiation out of LocalMultiplayerController and into LocalMultiplayerLobbyController so characters carry over between levels.
  merge the offline/networked scripts