Multiplayer lobby testing continues....

Zeta Leporis RTS Playtest

Addressed a few issues: -If the host leaves the lobby it now makes everyone else leave and closes the lobby as intended (Steam networking defaults to migrating the host automatically instead when the host leaves). -Fixed a crash when joining a server as a client due to trying to use values from an empty array -Player slot count is now decremented properly when the host changes vacates their slot (since this then is toggled to a CPU slot, which, like a closed slot, doesn't count as a slot for humans).