diff --git a/Strategic/Auto Resolve.cpp b/Strategic/Auto Resolve.cpp index a0cb05e4..96beb413 100644 --- a/Strategic/Auto Resolve.cpp +++ b/Strategic/Auto Resolve.cpp @@ -4782,6 +4782,10 @@ void AttackTarget( SOLDIERCELL *pAttacker, SOLDIERCELL *pTarget ) // WANNE: Why is impact here always set to 0? The impact was calculated a few lines before! //iImpact = 0; + if (gfGodModeCheat && pTarget->pSoldier->bTeam == OUR_TEAM) + { + iImpact = 0; + } // WANNE: Just for safty. if (iImpact < 0) diff --git a/Tactical/Soldier Control.cpp b/Tactical/Soldier Control.cpp index bc0a0162..a096577d 100644 --- a/Tactical/Soldier Control.cpp +++ b/Tactical/Soldier Control.cpp @@ -5873,6 +5873,12 @@ void SOLDIERTYPE::EVENT_SoldierGotHit( UINT16 usWeaponIndex, INT16 sDamage, INT1 UINT8 ubCombinedLoss, ubVolume, ubReason; // SOLDIERTYPE * pNewSoldier; + if (gfGodModeCheat && this->bTeam == OUR_TEAM) + { + sDamage = 0; + ubSpecial = FIRE_WEAPON_NO_SPECIAL; + } + ubReason = 0; DebugMsg( TOPIC_JA2, DBG_LEVEL_3, "EVENT_SoldierGotHit" );