I'm not sure but might this piece of code cause this issue?
function updateclientdatablocks()
{
for (%i = 0; %i < ClientGroup.getCount(); %i++)
{
%client = ClientGroup.getObject(%i);
%client.reloadDatablocks = true;
%client.transmitDataBlocks($missionSequence);
}
}
Mafia Madness creates the slow playertype for death on demand, yet it somehow manages not to crash everyone with this.