}
}
+ 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