🐞 Possible Bugs
GameMode/Rules/Payload/PayloadGamemode.csSetCTSpawn uses Count < SpawnIndex so SpawnIndex == Count passes the check then indexes CTSpawns[Count], which can occur on the last capture (Index + 1) and throws out of range.
World/HealthPickup.csIf Model is invalid, OnActiveChange returns before resetting TimeSinceDeativate so after setting IsAcitve false the respawn timer is not reset and the pickup reactivates immediately on the host.
World/MainMenuText.csPlayerStats is never used and the final TextRenderer.Text only contains PlayerWelcome, so kills/deaths are never displayed.
World/Zone.csUpdateColliders returns from inside the foreach when it hits a non-trigger BoxCollider, so later colliders are never processed and the component is left partially set up.