diff --git a/src/p_map.cpp b/src/p_map.cpp index 5b54be076..0bf6e645f 100644 --- a/src/p_map.cpp +++ b/src/p_map.cpp @@ -942,8 +942,11 @@ bool PIT_CheckThing (AActor *thing, FCheckPosition &tm) || ((thing->activationtype & THINGSPEC_MissileTrigger) && (tm.thing->flags & MF_MISSILE)) ) && (level.maptime > thing->lastbump)) // Leave the bumper enough time to go away { - if (P_ActivateThingSpecial(thing, tm.thing)) - thing->lastbump = level.maptime + TICRATE; + if (tm.thing->player == NULL || !(tm.thing->player->cheats & CF_PREDICTING)) + { + if (P_ActivateThingSpecial(thing, tm.thing)) + thing->lastbump = level.maptime + TICRATE; + } } // Check for skulls slamming into things diff --git a/src/p_mobj.cpp b/src/p_mobj.cpp index 1acdc2927..7ec1224db 100644 --- a/src/p_mobj.cpp +++ b/src/p_mobj.cpp @@ -3453,8 +3453,11 @@ void AActor::Tick () || ((onmo->activationtype & THINGSPEC_MissileTrigger) && (flags & MF_MISSILE)) ) && (level.maptime > onmo->lastbump)) // Leave the bumper enough time to go away { - if (P_ActivateThingSpecial(onmo, this)) - onmo->lastbump = level.maptime + TICRATE; + if (player == NULL || !(player->cheats & CF_PREDICTING)) + { + if (P_ActivateThingSpecial(onmo, this)) + onmo->lastbump = level.maptime + TICRATE; + } } if (velz != 0 && (BounceFlags & BOUNCE_Actors)) {