// Waypoints and assault start come LAST
FOREACH_ENTITY_ORDERED(IS_NOT_A_CLIENT(it), {
- if (it.reset2) WITHSELF(it, it.reset2());
+ if (it.reset2) it.reset2(it);
});
FOREACH_CLIENT(IS_PLAYER(it) && STAT(FROZEN, it), LAMBDA(WITHSELF(it, Unfreeze(it))));
}
// Restarts the map after the countdown is over (and cvar sv_ready_restart_after_countdown is set)
-void ReadyRestart_think()
+void ReadyRestart_think(entity this)
{
- SELFPARAM();
restart_mapalreadyrestarted = true;
reset_map(true);
Score_ClearAll();