Don't fire forwards if client isn't ingame.
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@ -51,6 +51,8 @@ void HandleCondChange(void *pData)
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void PlayerConditionsMgr::ProcessCondChange(CondChangeData_t *pCondData)
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{
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int client = gamehelpers->EntityToBCompatRef(pCondData->pPlayer);
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if (!playerhelpers->GetGamePlayer(client)->IsInGame())
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return;
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int newConds = 0;
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int prevConds = 0;
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