if(time <= game_starttime && round_handler_IsActive())
round_handler_Reset(game_starttime);
- if(g_race || g_cts)
- race_ReadyRestart();
- else MUTATOR_CALLHOOK(reset_map_global);
+ MUTATOR_CALLHOOK(reset_map_global);
for(self = world; (self = nextent(self)); )
if(IS_NOT_A_CLIENT(self))
}
}
+ FOR_EACH_PLAYER(self)
+ if(self.frozen)
+ Unfreeze(self);
+
// Moving the player reset code here since the player-reset depends
// on spawnpoint entities which have to be reset first --blub
if(dorespawn)
{
tmp_player.alivetime = 0;
tmp_player.killcount = 0;
- PlayerStats_Event(tmp_player, PLAYERSTATS_ALIVETIME, -PlayerStats_Event(tmp_player, PLAYERSTATS_ALIVETIME, 0));
+ PS_GR_P_ADDVAL(tmp_player, PLAYERSTATS_ALIVETIME, -PS_GR_P_ADDVAL(tmp_player, PLAYERSTATS_ALIVETIME, 0));
}
restart_mapalreadyrestarted = 0; // reset this var, needed when cvar sv_ready_restart_repeatable is in use