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- fixed: The frozen state was not reset when the global level variable was reset.
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@ -99,6 +99,8 @@ EXTERN_CVAR (Float, sv_aircontrol)
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EXTERN_CVAR (Int, disableautosave)
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EXTERN_CVAR (String, playerclass)
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extern uint8_t globalfreeze, globalchangefreeze;
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#define SNAP_ID MAKE_ID('s','n','A','p')
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#define DSNP_ID MAKE_ID('d','s','N','p')
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#define VIST_ID MAKE_ID('v','i','S','t')
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@ -470,6 +472,7 @@ void G_InitNew (const char *mapname, bool bTitleLevel)
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UnlatchCVars ();
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G_VerifySkill();
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UnlatchCVars ();
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globalfreeze = globalchangefreeze = 0;
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for (auto Level : AllLevels())
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{
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Level->Thinkers.DestroyThinkersInList(STAT_STATIC);
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@ -1585,6 +1588,7 @@ void FLevelLocals::Init()
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flags2 = 0;
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flags3 = 0;
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ImpactDecalCount = 0;
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frozenstate = 0;
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info = FindLevelInfo (MapName);
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