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Move to shared pointer
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@@ -47,8 +47,8 @@ bool NtFactionSpyServer::IsSpy(Entity* self, Entity* possibleSpy) {
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if (!spyData.missionID || !spyData.flagID || !spyData.itemID)
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return false;
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auto* missionComponent = possibleSpy->GetComponent<MissionComponent>();
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auto* inventoryComponent = possibleSpy->GetComponent<InventoryComponent>();
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auto missionComponent = possibleSpy->GetComponent<MissionComponent>();
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auto inventoryComponent = possibleSpy->GetComponent<InventoryComponent>();
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auto* character = possibleSpy->GetCharacter();
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// A player is a spy if they have the spy mission, have the spy equipment equipped and don't have the spy flag set yet
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