diff --git a/src/g_inventory/a_weapons.cpp b/src/g_inventory/a_weapons.cpp index c026eda04..a72a10d7e 100644 --- a/src/g_inventory/a_weapons.cpp +++ b/src/g_inventory/a_weapons.cpp @@ -467,17 +467,6 @@ FState *AWeapon::GetReadyState () return nullptr; } -//=========================================================================== -// -// AWeapon :: GetStateForButtonName -// -//=========================================================================== - -FState *AWeapon::GetStateForButtonName (FName button) -{ - return FindState(button); -} - /* Weapon slots ***********************************************************/ diff --git a/src/g_inventory/a_weapons.h b/src/g_inventory/a_weapons.h index 4c6f6ab45..1e0634ddd 100644 --- a/src/g_inventory/a_weapons.h +++ b/src/g_inventory/a_weapons.h @@ -132,8 +132,6 @@ public: FState *GetUpState (); FState *GetDownState (); FState *GetReadyState (); - - FState *GetStateForButtonName (FName button); enum { diff --git a/src/p_pspr.cpp b/src/p_pspr.cpp index 948cdf8a0..76587f6cb 100644 --- a/src/p_pspr.cpp +++ b/src/p_pspr.cpp @@ -892,7 +892,7 @@ static void P_CheckWeaponButtons (player_t *player) if ((player->WeaponState & ButtonChecks[i].StateFlag) && (player->cmd.ucmd.buttons & ButtonChecks[i].ButtonFlag)) { - FState *state = weapon->GetStateForButtonName(ButtonChecks[i].StateName); + FState *state = weapon->FindState(ButtonChecks[i].StateName); // [XA] don't change state if still null, so if the modder // sets WRF_xxx to true but forgets to define the corresponding // state, the weapon won't disappear. ;)