\r
void ScreenGameplay::LoadNextSong()\r
{\r
+ CString sSongInfo = "Song: " + GAMESTATE->m_pCurSong->GetSongDir() + "\n";\r
GAMESTATE->ResetMusicStatistics();\r
\r
FOREACH_EnabledPlayer( p )\r
{\r
STATSMAN->m_CurStageStats.m_player[p].iSongsPlayed++;\r
m_textCourseSongNumber[p].SetText( ssprintf("%d", STATSMAN->m_CurStageStats.m_player[p].iSongsPlayed) );\r
+ sSongInfo += ssprintf( "%sDifficulty: %s\n%sMeter: %d\n", PlayerNumberToString(p).c_str(), DifficultyToThemedString(GAMESTATE->m_pCurSteps[p]->GetDifficulty()).c_str(), PlayerNumberToString(p).c_str(), GAMESTATE->m_pCurSteps[p]->GetMeter() );\r
}\r
\r
LoadCourseSongNumber( GAMESTATE->GetCourseSongIndex() );\r
int iPlaySongIndex = GAMESTATE->GetCourseSongIndex();\r
iPlaySongIndex %= m_apSongsQueue.size();\r
GAMESTATE->m_pCurSong.Set( m_apSongsQueue[iPlaySongIndex] );\r
- GAMESTATE->SetSongInProgress( GAMESTATE->m_pCurSong->GetSongDir() );\r
+ GAMESTATE->SetSongInProgress( sSongInfo );\r
STATSMAN->m_CurStageStats.vpPlayedSongs.push_back( GAMESTATE->m_pCurSong );\r
\r
// No need to do this here. We do it in SongFinished().\r