// TODO simplify this
entity e;
- float totalClients;
+ float totalClients = 0;
FOR_EACH_CLIENT(e)
if(e != ignore)
totalClients += 1;
if (!autocvar_g_maxplayers)
return maxclients - totalClients;
- float currentlyPlaying;
+ float currentlyPlaying = 0;
FOR_EACH_REALPLAYER(e)
currentlyPlaying += 1;
self.prevorigin = self.origin;
- if (((self.BUTTON_CROUCH && !self.hook.state) || self.health <= g_bloodloss) && self.animstate_startframe != self.anim_melee_x) // prevent crouching if using melee attack
+ if (((self.BUTTON_CROUCH && !self.hook.state) || self.health <= g_bloodloss) && !self.freezetag_frozen && self.animstate_startframe != self.anim_melee_x) // prevent crouching if using melee attack
{
if (!self.crouch)
{