Removed client code which is no longer needed now. Networking still somewhat broken.
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@@ -13,7 +13,8 @@
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using namespace std;
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LocalBeRo::LocalBeRo(HandInterface* hi, int id, int qP, int dP, int sB, GameState gS) : BeRoInterface(), myHand(hi), myBeRoID(gS), myID(id), actualQuantityPlayers(qP), dealerPosition(dP), smallBlindPosition(0), smallBlind(sB), highestSet(0), firstRun(1), firstRound(1), firstHeadsUpRound(1), playersTurn(dP), logBoardCardsDone(0)
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LocalBeRo::LocalBeRo(HandInterface* hi, int id, int qP, int dP, int sB, GameState gS)
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: BeRoInterface(), myHand(hi), myBeRoID(gS), myID(id), actualQuantityPlayers(qP), dealerPosition(dP), smallBlindPosition(0), smallBlind(sB), highestSet(0), firstRun(1), firstRound(1), firstHeadsUpRound(1), playersTurn(dP), logBoardCardsDone(0)
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{
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int i;
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@@ -15,7 +15,6 @@
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#include <iostream>
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#include "game_defs.h"
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#include "berointerface.h"
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#include "handinterface.h"
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@@ -24,16 +23,14 @@
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*/
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class LocalBeRo : public BeRoInterface{
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public:
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LocalBeRo(HandInterface* hi, int id, int qP, int dP, int sB, GameState gS);
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LocalBeRo(HandInterface* hi, int id, int qP, int dP, int sB, GameState gS);
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~LocalBeRo();
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~LocalBeRo();
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int getMyBeRoID() const { return myBeRoID; }
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GameState getMyBeRoID() const { return myBeRoID; }
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int getHighestCardsValue() const {return 0;}
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void setHighestCardsValue(int theValue) {}
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void setPlayersTurn(int theValue) { playersTurn = theValue; }
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int getPlayersTurn() const { return playersTurn; }
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@@ -53,21 +50,15 @@ public:
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void nextPlayer();
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void run();
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//only until bero refactoring is over
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void preflopRun() {}
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void flopRun() {}
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void riverRun() {}
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void turnRun() {}
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void postRiverRun() {}
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protected:
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HandInterface* myHand;
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int myBeRoID;
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const GameState myBeRoID;
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int myID;
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int actualQuantityPlayers;
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int actualQuantityPlayers;
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int dealerPosition;
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int smallBlindPosition;
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