ENT:GameplayStep()Description
Per-state gameplay for one STEP: carry-timeout and delivery checks while carried, drop-timeout while dropped, and pickup scanning while home or dropped. Delivery is judged by TPG.Protection.IsInSafezone(c) when that module is loaded, falling back to a flat-radius check (ctfDeliverRadius, default 500) against TPG.State.spawns[c:Team()] otherwise -- the fallback path exists so this still works if load order ever puts this file ahead of TPG.Protection, but it uses a DIFFERENT radius/shape than the real safezone, so a flag near the safezone edge could read as delivered under one path and not the other depending on which is active. Pickup: the FIRST alive, teamed player found within PICKUP_RADIUS in player.GetAll() iteration order grabs it -- not the nearest one -- so if two teammates are both in range on the same tick, which one gets credited depends on player.GetAll()'s ordering, not proximity.
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Returns
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