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-rw-r--r--src/game/server/entities/character.cpp2
-rw-r--r--src/game/server/gamemodes/zcatch.cpp4
2 files changed, 2 insertions, 4 deletions
diff --git a/src/game/server/entities/character.cpp b/src/game/server/entities/character.cpp
index d09bc714..17aa47ca 100644
--- a/src/game/server/entities/character.cpp
+++ b/src/game/server/entities/character.cpp
@@ -732,6 +732,8 @@ void CCharacter::Die(int Killer, int Weapon)
 
 	// this is for auto respawn after 3 secs
 	m_pPlayer->m_DieTick = Server()->Tick();
+	// unfreeze the player
+	m_pPlayer->m_FreezeTicks = 0;
 
 	m_Alive = false;
 	GameServer()->m_World.RemoveEntity(this);
diff --git a/src/game/server/gamemodes/zcatch.cpp b/src/game/server/gamemodes/zcatch.cpp
index 4699166f..328faeee 100644
--- a/src/game/server/gamemodes/zcatch.cpp
+++ b/src/game/server/gamemodes/zcatch.cpp
@@ -95,9 +95,6 @@ int CGameController_zCatch::OnCharacterDeath(class CCharacter *pVictim, class CP
 			pVictim->GetPlayer()->m_Score -= 15;
 	}
 
-	// Unfreeze the victim if he dies
-	pVictim->GetPlayer()->m_FreezeTicks = 0;
-
 	for(int i=0; i < MAX_CLIENTS; i++)
 	{
 		if(GameServer()->m_apPlayers[i])
@@ -154,7 +151,6 @@ void CGameController_zCatch::StartRound()
 			GameServer()->m_apPlayers[i]->m_Deaths = 0;
 			GameServer()->m_apPlayers[i]->m_TicksSpec = 0;
 			GameServer()->m_apPlayers[i]->m_TicksIngame = 0;
-			GameServer()->m_apPlayers[i]->m_FreezeTicks = 0;
 		}
 	}
 	char aBufMsg[256];