void SelectItem::ResumeState(Application &ctrl, SDL_Surface *screen) {
if (battle->ActiveHeroTargets().HasSelected()) {
+ battle->SetAttackType(AttackChoice::ITEM);
+ battle->ActiveHeroAttackChoice().SetItem(battle->GetItemMenu().Selected());
ctrl.PopState();
}
}
}
-void SelectItem::HandleInput(const Input &input) {
+void SelectItem::HandleEvents(const Input &input) {
if (input.JustPressed(Input::ACTION_A)) {
if (battle->GetItemMenu().SelectedIsEnabled()) {
const Item *item(battle->GetItemMenu().Selected());
}
ctrl->PushState(new SelectTarget(battle, parent, &battle->ActiveHeroTargets(), battle->Res().itemTargetCursor));
}
-// battle->SetAttackType(AttackChoice::ITEM);
-// battle->NextHero();
-// ctrl->PopState();
}
}
if (input.JustPressed(Input::ACTION_B)) {