namespace battle {
-void SelectIkari::OnEnterState(Application &c, SDL_Surface *screen) {
+void SelectIkari::OnEnterState(SDL_Surface *screen) {
}
-void SelectIkari::OnExitState(Application &c, SDL_Surface *screen) {
+void SelectIkari::OnExitState(SDL_Surface *screen) {
}
-void SelectIkari::OnResumeState(Application &ctrl, SDL_Surface *screen) {
+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();
+ Ctrl().PopState();
}
}
-void SelectIkari::OnPauseState(Application &ctrl, SDL_Surface *screen) {
+void SelectIkari::OnPauseState(SDL_Surface *screen) {
}