bool CServer::ClientIngame(int ClientID)
{
	return ClientID >= 0 && ClientID < MAX_CLIENTS && m_aClients[ClientID].m_State == CServer::CClient::STATE_INGAME;
}
bool CServer::ClientIngame(int ClientID)
{
	return ClientID >= 0 && ClientID < MAX_CLIENTS && m_aClients[ClientID].m_State == CServer::CClient::STATE_INGAME;
}