}
}
+AttackChoice &BattleState::CurrentAttackAttackChoice() {
+ if (CurrentAttack().isMonster) {
+ return monsterAttacks[CurrentAttack().index];
+ } else {
+ return AttackChoiceAt(CurrentAttack().index);
+ }
+}
+
void BattleState::ClearAllAttacks() {
attackCursor = -1;
activeHero = -1;