}
-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());
} else {
battle->ActiveHeroTargets().SetMultiple();
}
- ctrl->PushState(new SelectTarget(battle, parent, &battle->ActiveHeroTargets(), battle->Res().magicTargetCursor));
+ ctrl->PushState(new SelectTarget(battle, parent, &battle->ActiveHeroTargets(), ikari->IsMagical() ? battle->Res().magicTargetCursor : battle->Res().weaponTargetCursor));
}
}
}