diff --git a/src/p_interaction.cpp b/src/p_interaction.cpp index f318ed3b3..d0d115217 100644 --- a/src/p_interaction.cpp +++ b/src/p_interaction.cpp @@ -1302,7 +1302,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage, // telefrag him right? ;) (Unfortunately the damage is "absorbed" by armor, // but telefragging should still do enough damage to kill the player) // Ignore players that are already dead. - if (((player->cheats & CF_BUDDHA2) || ((player->cheats & CF_BUDDHA) && damage < TELEFRAG_DAMAGE)) && player->playerstate != PST_DEAD) + if (((player->cheats & CF_BUDDHA2) || ((player->cheats & CF_BUDDHA) || (player->mo->flags7 & MF7_BUDDHA) && damage < TELEFRAG_DAMAGE)) && player->playerstate != PST_DEAD) { // If this is a voodoo doll we need to handle the real player as well. player->mo->health = target->health = player->health = 1; @@ -1744,7 +1744,7 @@ void P_PoisonDamage (player_t *player, AActor *source, int damage, target->health -= damage; if (target->health <= 0) { // Death - if ((player->cheats & CF_BUDDHA && damage < TELEFRAG_DAMAGE) || (player->cheats & CF_BUDDHA2)) + if ((((player->cheats & CF_BUDDHA) || (player->mo->flags7 & MF7_BUDDHA)) && damage < TELEFRAG_DAMAGE) || (player->cheats & CF_BUDDHA2)) { // [SP] Save the player... player->health = target->health = 1; }