if(round_handler_CountdownRunning())
{
if(STAT(FROZEN, frag_target))
- WITH(entity, self, frag_target, freezetag_Unfreeze(world));
+ WITHSELF(frag_target, freezetag_Unfreeze(world));
freezetag_count_alive_players();
return 1; // let the player die so that he can respawn whenever he wants
}
freezetag_LastPlayerForTeam_Notify();
}
else
- WITH(entity, self, frag_target, freezetag_Unfreeze(world)); // remove ice
+ WITHSELF(frag_target, freezetag_Unfreeze(world)); // remove ice
frag_target.health = 0; // Unfreeze resets health
frag_target.freezetag_frozen_timeout = -2; // freeze on respawn
return 1;
if(STAT(FROZEN, frag_target))
return 1;
- WITH(entity, self, frag_target, freezetag_Freeze(frag_attacker));
+ WITHSELF(frag_target, freezetag_Freeze(frag_attacker));
freezetag_LastPlayerForTeam_Notify();
if(frag_attacker == frag_target || frag_attacker == world)