+ if (battle->ActiveHero().IkariMenu().SelectedIsEnabled() && battle->ActiveHero().IkariMenu().Selected()->HasIkari()) {
+ AttackChoice &ac(battle->ActiveHero().GetAttackChoice());
+ const Ikari *ikari(battle->ActiveHero().IkariMenu().Selected()->GetIkari());
+ ac.Selection().Reset();
+ if (ikari->GetTargetingMode().TargetsAlly()) {
+ ac.Selection().SelectHeroes();
+ } else {
+ ac.Selection().SelectMonsters();
+ }
+ if (ikari->GetTargetingMode().TargetsAll()) {
+ ac.SetType(AttackChoice::IKARI);
+ ac.SetItem(battle->ActiveHero().IkariMenu().Selected());
+ battle->NextHero();
+ ctrl->PopState();
+ } else {
+ if (ikari->GetTargetingMode().TargetsSingle()) {
+ ac.Selection().SetSingle();
+ } else {
+ ac.Selection().SetMultiple();
+ }
+ ctrl->PushState(new SelectTarget(battle, parent, &ac.Selection(), ikari->IsMagical() ? battle->Res().magicTargetCursor : battle->Res().weaponTargetCursor));
+ }