diff --git a/src/p_mobj.c b/src/p_mobj.c
index aa846a93c734f872b18dd9b663664095cc20edfb..5a508e008e72382f178ae8f0135e99a907399c07 100644
--- a/src/p_mobj.c
+++ b/src/p_mobj.c
@@ -178,27 +178,6 @@ static void P_CycleMobjState(mobj_t *mobj)
 	}
 }
 
-//
-// P_CycleMobjState for players.
-//
-static void P_CyclePlayerMobjState(mobj_t *mobj)
-{
-	// state animations
-	P_CycleStateAnimation(mobj);
-
-	// cycle through states,
-	// calling action functions at transitions
-	if (mobj->tics != -1)
-	{
-		mobj->tics--;
-
-		// you can cycle through multiple states in a tic
-		if (!mobj->tics && mobj->state)
-			if (!P_SetMobjState(mobj, mobj->state->nextstate))
-				return; // freed itself
-	}
-}
-
 //
 // P_SetPlayerMobjState
 // Returns true if the mobj is still present.
@@ -3803,7 +3782,7 @@ static void P_PlayerMobjThinker(mobj_t *mobj)
 	}
 
 animonly:
-	P_CyclePlayerMobjState(mobj);
+	P_CycleMobjState(mobj);
 }
 
 static void CalculatePrecipFloor(precipmobj_t *mobj)
@@ -10334,10 +10313,7 @@ void P_MobjThinker(mobj_t *mobj)
 	}
 
 	// Can end up here if a player dies.
-	if (mobj->player)
-		P_CyclePlayerMobjState(mobj);
-	else
-		P_CycleMobjState(mobj);
+	P_CycleMobjState(mobj);
 
 	if (P_MobjWasRemoved(mobj))
 		return;