if (actionMenu.IsActive()) {
if (input.JustPressed(Input::PAD_UP)) {
actionMenu.PreviousRow();
if (actionMenu.IsActive()) {
if (input.JustPressed(Input::PAD_UP)) {
actionMenu.PreviousRow();
}
void EquipMenu::PreviousHero() {
cursor = (cursor + parent->Game().state->partySize - 1) % parent->Game().state->partySize;
LoadEquipment();
}
void EquipMenu::PreviousHero() {
cursor = (cursor + parent->Game().state->partySize - 1) % parent->Game().state->partySize;
LoadEquipment();
const Item *item(GetHero().Equipment(Hero::EquipSlot(i)));
equipmentMenu.Add(item->Name(), item, true, item->MenuIcon());
} else {
const Item *item(GetHero().Equipment(Hero::EquipSlot(i)));
equipmentMenu.Add(item->Name(), item, true, item->MenuIcon());
} else {