new misc_ambientsound entity with a couple of controls. Test example is on ziegsturhl.map near the bridge. Also g_debugambientsounds / g_debugnorainsound cvars are added to assist at testing. Ambientsounds are radius-based, non-omnidirectional (if targeted you can have 'sausaged' ambientlights).+ fixed some bugs, renamed some fields (old savegames will bug), mostly added monster 'time pattern' feature.