return iCoinsToCharge;
}
-void GameState::SetSongInProgress( bool bInProgress )
+void GameState::SetSongInProgress( const CString &sWriteOut )
{
CString sLockFile = "Data/songinprogress";
- CString sWriteOut = (bInProgress) ? this->m_pCurSong->GetSongDir() : "(none)";
+ LOG->Debug("GameState::SetSongInProgress( %s )", sWriteOut.c_str());
RageFile f;
f.Open(sLockFile, RageFile::WRITE);
void EndGame(); // called on ScreenGameOver, ScreenMusicScroll, ScreenCredits
void SaveCurrentSettingsToProfile( PlayerNumber pn ); // called at the beginning of each stage
- void SetSongInProgress( bool bInProgress );
+ void SetSongInProgress( const CString &sWriteOut );
void Update( float fDelta );
if( !GAMESTATE->m_bDemonstrationOrJukebox )\r
{ \r
MEMCARDMAN->PauseMountingThread();\r
- GAMESTATE->SetSongInProgress(true);\r
}\r
\r
m_pSoundMusic = NULL;\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
STATSMAN->m_CurStageStats.vpPlayedSongs.push_back( GAMESTATE->m_pCurSong );\r
\r
// No need to do this here. We do it in SongFinished().\r
\r
void ScreenGameplay::AbortGiveUp( bool bShowText )\r
{\r
- GAMESTATE->SetSongInProgress(false);\r
if( m_GiveUpTimer.IsZero() )\r
return;\r
\r
+ if ( !bShowText )\r
+ GAMESTATE->SetSongInProgress("(none)");\r
+\r
m_textDebug.StopTweening();\r
if( bShowText )\r
m_textDebug.SetText( GIVE_UP_ABORTED_TEXT );\r
\r
/* Extremely important: if we don't remove attacks before moving on to the next\r
* screen, they'll still be turned on eventually. */\r
+ GAMESTATE->SetSongInProgress("(none)");\r
GAMESTATE->RemoveAllActiveAttacks();\r
FOREACH_EnabledPlayer( p )\r
m_ActiveAttackList[p].Refresh();\r