void SelectIkari::ResumeState(Application &ctrl, SDL_Surface *screen) {
if (battle->ActiveHeroTargets().HasSelected()) {
+ battle->SetAttackType(AttackChoice::IKARI);
+ battle->ActiveHeroAttackChoice().SetItem(battle->GetIkariMenu().Selected());
ctrl.PopState();
}
}
}
-void SelectIkari::HandleInput(const Input &input) {
+void SelectIkari::HandleEvents(const Input &input) {
if (input.JustPressed(Input::ACTION_A)) {
if (battle->GetIkariMenu().SelectedIsEnabled() && battle->GetIkariMenu().Selected()->HasIkari()) {
const Ikari *ikari(battle->GetIkariMenu().Selected()->GetIkari());