PlayerRankings: Fix error spam galore.
Seems IsValidEntity doesnt work on non CBaseEntity?? Usefull stuff here.
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				@ -665,6 +665,9 @@ void SpawnCrown(int client)
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	SetVariantString("!activator");
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	AcceptEntityInput(entity, "SetParent", client);
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	if (g_bEngineCSGO)
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		return;
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	DataPack data = new DataPack();
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	data.WriteCell(EntIndexToEntRef(entity));
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	data.WriteCell(EntIndexToEntRef(client));
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@ -712,6 +715,9 @@ void SpawnSkull(int client)
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	SetVariantString("!activator");
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	AcceptEntityInput(entity, "SetParent", client);
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	if (g_bEngineCSGO)
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		return;
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	DataPack data = new DataPack();
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	data.WriteCell(EntIndexToEntRef(entity));
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	data.WriteCell(EntIndexToEntRef(client));
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@ -725,10 +731,16 @@ void SpawnSkull(int client)
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//----------------------------------------------------------------------------------------------------
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public Action OnCrownUpdate(Handle timer, DataPack data)
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{
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	int entity = EntRefToEntIndex(data.ReadCell());
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	int client = EntRefToEntIndex(data.ReadCell());
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	data.Reset();
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	int entity = INVALID_ENT_REFERENCE;
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	if ((entity = EntRefToEntIndex(data.ReadCell())) == INVALID_ENT_REFERENCE)
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		return Plugin_Stop;
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	int client = INVALID_ENT_REFERENCE;
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	if ((client = EntRefToEntIndex(data.ReadCell())) == INVALID_ENT_REFERENCE)
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		return Plugin_Stop;
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	if (!IsValidEntity(entity) || !IsClientInGame(client) || !IsPlayerAlive(client))
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	{
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		AcceptEntityInput(entity, "Kill");
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@ -752,10 +764,16 @@ public Action OnCrownUpdate(Handle timer, DataPack data)
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//----------------------------------------------------------------------------------------------------
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public Action OnSkullUpdate(Handle timer, DataPack data)
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{
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	int entity = EntRefToEntIndex(data.ReadCell());
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	int client = EntRefToEntIndex(data.ReadCell());
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	data.Reset();
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	int entity = INVALID_ENT_REFERENCE;
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	if ((entity = EntRefToEntIndex(data.ReadCell())) == INVALID_ENT_REFERENCE)
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		return Plugin_Stop;
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	int client = INVALID_ENT_REFERENCE;
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	if ((client = EntRefToEntIndex(data.ReadCell())) == INVALID_ENT_REFERENCE)
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		return Plugin_Stop;
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	if (!IsValidEntity(entity) || !IsClientInGame(client) || !IsPlayerAlive(client))
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	{
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		AcceptEntityInput(entity, "Kill");
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