-void SelectIkari::ResumeState(Application &ctrl, SDL_Surface *screen) {
- if (battle->ActiveHeroAttackChoice().Selection().HasSelected()) {
- battle->ActiveHeroAttackChoice().SetType(AttackChoice::IKARI);
- battle->ActiveHeroAttackChoice().SetItem(battle->GetIkariMenu().Selected());
- ctrl.PopState();
+void SelectIkari::OnResumeState(SDL_Surface *screen) {
+ if (battle->ActiveHero().GetAttackChoice().Selection().HasSelected()) {
+ battle->ActiveHero().GetAttackChoice().SetType(AttackChoice::IKARI);
+ battle->ActiveHero().GetAttackChoice().SetItem(battle->ActiveHero().IkariMenu().Selected());
+ Ctrl().PopState();