namespace battle {
-void SelectAttackType::EnterState(Application &c, SDL_Surface *screen) {
+void SelectAttackType::OnEnterState(Application &c, SDL_Surface *screen) {
ctrl = &c;
}
-void SelectAttackType::ExitState(Application &c, SDL_Surface *screen) {
+void SelectAttackType::OnExitState(Application &c, SDL_Surface *screen) {
ctrl = 0;
}
-void SelectAttackType::ResumeState(Application &ctrl, SDL_Surface *screen) {
+void SelectAttackType::OnResumeState(Application &ctrl, SDL_Surface *screen) {
if (battle->ActiveHero().GetAttackChoice().Selection().HasSelected()) {
battle->ActiveHero().GetAttackChoice().SetType(battle->GetAttackTypeMenu().Selected());
battle->NextHero();
}
}
-void SelectAttackType::PauseState(Application &ctrl, SDL_Surface *screen) {
+void SelectAttackType::OnPauseState(Application &ctrl, SDL_Surface *screen) {
}