PlayerRankings: Send trough ent refs
hopefully this fixes the random rotating entities, whoops.
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				@ -666,8 +666,8 @@ void SpawnCrown(int client)
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	AcceptEntityInput(entity, "SetParent", client);
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						AcceptEntityInput(entity, "SetParent", client);
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	DataPack data = new DataPack();
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						DataPack data = new DataPack();
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	data.WriteCell(entity);
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						data.WriteCell(EntIndexToEntRef(entity));
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	data.WriteCell(client);
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						data.WriteCell(EntIndexToEntRef(client));
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	data.Reset();
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						data.Reset();
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	CreateTimer(0.1, OnCrownUpdate, data, TIMER_REPEAT);
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						CreateTimer(0.1, OnCrownUpdate, data, TIMER_REPEAT);
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@ -713,8 +713,8 @@ void SpawnSkull(int client)
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	AcceptEntityInput(entity, "SetParent", client);
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						AcceptEntityInput(entity, "SetParent", client);
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	DataPack data = new DataPack();
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						DataPack data = new DataPack();
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	data.WriteCell(entity);
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						data.WriteCell(EntIndexToEntRef(entity));
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	data.WriteCell(client);
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						data.WriteCell(EntIndexToEntRef(client));
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	data.Reset();
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						data.Reset();
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	CreateTimer(0.1, OnSkullUpdate, data, TIMER_REPEAT);
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						CreateTimer(0.1, OnSkullUpdate, data, TIMER_REPEAT);
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@ -725,8 +725,8 @@ void SpawnSkull(int client)
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//----------------------------------------------------------------------------------------------------
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					//----------------------------------------------------------------------------------------------------
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public Action OnCrownUpdate(Handle timer, DataPack data)
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					public Action OnCrownUpdate(Handle timer, DataPack data)
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{
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					{
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	int entity = data.ReadCell();
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						int entity = EntRefToEntIndex(data.ReadCell());
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	int client = data.ReadCell();
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						int client = EntRefToEntIndex(data.ReadCell());
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	data.Reset();
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						data.Reset();
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	if (!IsValidEntity(entity) || !IsClientInGame(client) || !IsPlayerAlive(client))
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						if (!IsValidEntity(entity) || !IsClientInGame(client) || !IsPlayerAlive(client))
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@ -752,8 +752,8 @@ public Action OnCrownUpdate(Handle timer, DataPack data)
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//----------------------------------------------------------------------------------------------------
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					//----------------------------------------------------------------------------------------------------
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public Action OnSkullUpdate(Handle timer, DataPack data)
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					public Action OnSkullUpdate(Handle timer, DataPack data)
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{
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					{
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	int entity = data.ReadCell();
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						int entity = EntRefToEntIndex(data.ReadCell());
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	int client = data.ReadCell();
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						int client = EntRefToEntIndex(data.ReadCell());
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	data.Reset();
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						data.Reset();
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	if (!IsValidEntity(entity) || !IsClientInGame(client) || !IsPlayerAlive(client))
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						if (!IsValidEntity(entity) || !IsClientInGame(client) || !IsPlayerAlive(client))
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