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bxt_hud_selfgauss * 2 and below show singleplayer behavior * 3 and above show multiplayer behavior * Even numbers show coordinates of line traces * All reasons for failing to selfgauss are now shown * Threshold translated to time value, more intuitive * Hit group display may have been broken before, definitely works now to fix bxt_hud_selfgauss not working correctly, one condition was removed from ServerDLL::TraceLine. this needs to be removed or else the 2nd and 3rd line traces incorrectly say they hit an object at 0, 0, 0. since the condition was added to avoid a crash when playing a demo in bxt_hud_entity_info, all places that used a trace involving the player will now exit harmlessly if the player entity doesn't exist
This reverts commit afc8bba. oops
This reverts commit eb8c1cd. moving to non-master branch
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bxt_show_displacer_earth_targets
Added line showing angle of target entity.
Added line from player to target to show the destination that will be used. (So far it appears to simply be whichever destination you're closest to.)