spearmint: Actually set client numbers in snapshots

Appearently I forgot to add it. Server always sent zeros for local clientnums in snapshots.
Client parsing would convert index greater than snapshot numPSs to -1. So valid slots were 0, invalid were -1.

Caused issues for displaying client icons at vid_restart. Possibly other issues.

If local client was added at connect, the client number was sent in gamestate and appears to be fine.
spearmint: Fix running server frames on non-dedicated client

Clamping to 5000 msec when running server on client causes too
many server frames to run at start up (probably vid_restart too?).

This resulted in tempEntity for EV_PLAYER_TELEPORT_IN to be removed
before the client finished starting up.
spearmint: Get MAX_ENTITIES_IN_SNAPSHOT from CGame
spearmint: Pass connection state to CG_INIT and CG_CONSOLE_COMMAND
spearmint: Remove client numbers from uiClientState_t
spearmint: Remove AS_MPLAYER
spearmint: Remove CG_EVENT_HANDLING from public CGame API
spearmint: Move usage of CG_WANTSBINDKEYS into CGame

Instead of making a VM_Call to see if we should make a VM_Call, just let cgame handle it.
spearmint: Remove lcIndex and numPSs from snapshot_t

Reorder playerStates and areamask using lcIndex when creating snapshot for cgame.
Remove ET patch bevel axial plane optimization

It causes false-positives resulting in some axial patch planes not being added to collision detection.

In the Q3 add-on map ct3tourney2 there are two cylinders (made out of patches) that could be walked into (along an axis) due to this change.

I tested the map in ET:Legacy and had the same issue with the cylinders.
Merge branch 'master' into sdl2