diff --git a/src/d_dehacked.cpp b/src/d_dehacked.cpp index b9d9b876d6..312333676b 100644 --- a/src/d_dehacked.cpp +++ b/src/d_dehacked.cpp @@ -790,7 +790,7 @@ void SetDehParams(FState *state, int codepointer) // Let's identify the codepointer we're dealing with. PFunction *sym; - sym = dyn_cast<PFunction>(RUNTIME_CLASS(AStateProvider)->Symbols.FindSymbol(FName(MBFCodePointers[codepointer].name), true)); + sym = dyn_cast<PFunction>(RUNTIME_CLASS(AWeapon)->Symbols.FindSymbol(FName(MBFCodePointers[codepointer].name), true)); if (sym == NULL) return; if (codepointer < 0 || (unsigned)codepointer >= countof(MBFCodePointerFactories)) @@ -2108,7 +2108,7 @@ static int PatchCodePtrs (int dummy) // This skips the action table and goes directly to the internal symbol table // DEH compatible functions are easy to recognize. - PFunction *sym = dyn_cast<PFunction>(RUNTIME_CLASS(AStateProvider)->Symbols.FindSymbol(symname, true)); + PFunction *sym = dyn_cast<PFunction>(RUNTIME_CLASS(AWeapon)->Symbols.FindSymbol(symname, true)); if (sym == NULL) { Printf(TEXTCOLOR_RED "Frame %d: Unknown code pointer '%s'\n", frame, Line2); @@ -2717,11 +2717,11 @@ static bool LoadDehSupp () } else { - // all relevant code pointers are either defined in AStateProvider + // all relevant code pointers are either defined in AWeapon // or AActor so this will find all of them. FString name = "A_"; name << sc.String; - PFunction *sym = dyn_cast<PFunction>(RUNTIME_CLASS(AStateProvider)->Symbols.FindSymbol(name, true)); + PFunction *sym = dyn_cast<PFunction>(RUNTIME_CLASS(AWeapon)->Symbols.FindSymbol(name, true)); if (sym == NULL) { sc.ScriptError("Unknown code pointer '%s'", sc.String); @@ -3093,7 +3093,7 @@ void FinishDehPatch () { if (AmmoPerAttacks[j].ptr == nullptr) { - auto p = dyn_cast<PFunction>(RUNTIME_CLASS(AStateProvider)->Symbols.FindSymbol(AmmoPerAttacks[j].func, true)); + auto p = dyn_cast<PFunction>(RUNTIME_CLASS(AWeapon)->Symbols.FindSymbol(AmmoPerAttacks[j].func, true)); if (p != nullptr) AmmoPerAttacks[j].ptr = p->Variants[0].Implementation; } if (state->ActionFunc == AmmoPerAttacks[j].ptr)