if (it.reset2) WITH(entity, self, it, it.reset2());
));
- FOREACH_CLIENT(IS_PLAYER(it) && it.frozen, LAMBDA(WITH(entity, self, it, Unfreeze(it))));
+ FOREACH_CLIENT(IS_PLAYER(it) && STAT(FROZEN, it), LAMBDA(WITH(entity, self, it, Unfreeze(it))));
// Moving the player reset code here since the player-reset depends
// on spawnpoint entities which have to be reset first --blub