No Crit Pumpkins

No Crit Pumpkins 2.1

The script will turn itself off if it's not Halloween and we're playing on a non-Halloween map.
The new implementation listens to player_death event (while still being fully compatible with any other script) instead of looking over every dropped ammo pack every single tick like it used to.

The old method also had a single tick window during which you could still pick up the crumpkin, which necessitated forcefully removing the crumpkin buff every tick. No more!

I've also made sure that old event listeners from the previous rounds don't pile up, and that it's fully compatible with any other script.
Apparently if a crumpkin spawns right next to a player, it can get picked up before the script has a chance to get executed within the same tick.
To address this, we not remove the TF_COND_CRITBOOSTED_PUMPKIN condition from players every tick in addition. Not the most elegant solution, but shouldn't have any measurable performance impact.
Fixed a bug that let crumpkins spawn during the first round.

Explanation:
CRUMPKIN_INDEX <- GetModelIndex("models/props_halloween/pumpkin_loot.mdl");
Apparently, TF2 loads the crumpkin model only when the first crumpkin gets dropped, meaning when the script starts at the beginning of the first round the model isn't loaded yet, GetModelIndex returned -1, and the script effectively didn't work until the second round.

Replacing GetModelIndex with PrecacheModel fixed the issue.