using app::Application;
using app::Input;
using common::Item;
-using geometry::Vector;
+using math::Vector;
namespace battle {
-void SelectAttackType::OnEnterState(Application &c, SDL_Surface *screen) {
+void SelectAttackType::OnEnterState(SDL_Surface *screen) {
}
-void SelectAttackType::OnExitState(Application &c, SDL_Surface *screen) {
+void SelectAttackType::OnExitState(SDL_Surface *screen) {
}
-void SelectAttackType::OnResumeState(Application &ctrl, SDL_Surface *screen) {
+void SelectAttackType::OnResumeState(SDL_Surface *screen) {
if (battle->ActiveHero().GetAttackChoice().Selection().HasSelected()) {
battle->ActiveHero().GetAttackChoice().SetType(battle->GetAttackTypeMenu().Selected());
battle->NextHero();
}
if (battle->AttackSelectionDone()) {
// pass through
- ctrl.PopState();
+ Ctrl().PopState();
}
}
-void SelectAttackType::OnPauseState(Application &ctrl, SDL_Surface *screen) {
+void SelectAttackType::OnPauseState(SDL_Surface *screen) {
}
}
}
-void SelectAttackType::UpdateWorld(float deltaT) {
+void SelectAttackType::UpdateWorld(Uint32 deltaT) {
}