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