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Freezing was decided by matching model paths against a list of portal names, so every game object with a looping idle sat in its bind pose unless someone had thought to name it — fishing pools were the reported case, but braziers, banners and waterwheels were frozen the same way. Freeze only the types whose pose is server state (door, button, chest, trap, goober, destructible building, trapdoor) and let everything else play its idle, which is what retail does. A game object's model spawns from its display id before its type is known, so an object that spawns with the query still in flight is frozen conservatively and revisited when GAMEOBJECT_QUERY_RESPONSE arrives, via a new info callback.