Pass a handle instead of entptr to ProcessCondChange for stability. #314
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@voided had seen some crashes on his TF2 servers after the new TF2 player conditions change detection was implemented. The crashes were in CHalfLife2::EntityToBCompatRef, called from PlayerConditionsMgr::ProcessCondChange.
This change makes it so that we pass an entity handle around instead of the raw player pointer, and checking it for validity before use in an attempt to quash the crash from the player no longer being valid.