diff --git a/src/m_cheat.cpp b/src/m_cheat.cpp index 508043f47..2b87900b0 100644 --- a/src/m_cheat.cpp +++ b/src/m_cheat.cpp @@ -319,7 +319,10 @@ void cht_DoCheat (player_t *player, int cheat) player->mo->special1 = 0; // required for the Hexen fighter's fist attack. // This gets set by AActor::Die as flag for the wimpy death and must be reset here. player->mo->SetState (player->mo->SpawnState); - player->mo->Translation = TRANSLATION(TRANSLATION_Players, BYTE(player-players)); + if (!(player->mo->flags2 & MF2_DONTTRANSLATE)) + { + player->mo->Translation = TRANSLATION(TRANSLATION_Players, BYTE(player-players)); + } player->mo->DamageType = NAME_None; // player->mo->GiveDefaultInventory(); if (player->ReadyWeapon != NULL) diff --git a/src/p_mobj.cpp b/src/p_mobj.cpp index 19712dd14..f581312f9 100644 --- a/src/p_mobj.cpp +++ b/src/p_mobj.cpp @@ -3980,11 +3980,15 @@ APlayerPawn *P_SpawnPlayer (FMapThing *mthing, bool tempplayer) p->userinfo.skin = R_FindSkin (skins[p->userinfo.skin].name, p->CurrentPlayerClass); StatusBar->SetFace (&skins[p->userinfo.skin]); - // [RH] Be sure the player has the right translation - R_BuildPlayerTranslation (playernum); - // [RH] set color translations for player sprites - mobj->Translation = TRANSLATION(TRANSLATION_Players,playernum); + if (!(mobj->flags2 & MF2_DONTTRANSLATE)) + { + // [RH] Be sure the player has the right translation + R_BuildPlayerTranslation (playernum); + + // [RH] set color translations for player sprites + mobj->Translation = TRANSLATION(TRANSLATION_Players,playernum); + } mobj->angle = spawn_angle; mobj->pitch = mobj->roll = 0;