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A few changes/fixes to large frag messages

A few issues with the large frag messages that I addressed in this:

  1. I fixed a 3.2 regression where large frag messages sometimes appeared when the game's no longer in progress.

  2. I removed a bunch of superfluous checks in HUD_PrepareToDrawFragMessage that weren't useful and only made the code messier and hard to read. Removing them makes everything a lot cleaner.

  3. Large frag messages are now displayed based on the spied player's POV instead of ours (i.e. the local player). In other words, if we're spying on another player, large frag messages will show up when they frag, or get fragged by, another player. This addresses an extremely old ticket on the tracker: https://zandronum.com/tracker/view.php?id=454

  4. In (T)LMS, large frag messages would show up for one tick when you frag, or get fragged by, another player that ends the game, because the game doesn't necessarily end in the same tick as the last enemy player dies. I added checks to ensure that large frag messages aren't displayed if fragging a player, being fragged by them, will cause this.

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