Client engine should now be completely thread safe. const int& -> int. Player CardsValue is now returned as copy, not the array itself.
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@@ -1957,48 +1957,50 @@ void mainWindowImpl::postRiverRunAnimation3() {
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if ( currentHand->getActivePlayersCounter() != 1 && myConfig->readConfigInt("ShowFadeOutCardsAnimation")) {
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int j;
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int bestHandPos[5];
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currentHand->getPlayerArray()[i]->getMyBestHandPosition(bestHandPos);
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//index 0 testen --> Karte darf nicht im MyBestHand Position Array drin sein, es darf nicht nur ein Spieler Aktiv sein, die Config fordert die Animation
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bool index0 = TRUE;
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for(j=0; j<5; j++) {
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// cout << (currentHand->getPlayerArray()[i]->getMyBestHandPosition())[j] << endl;
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if ((currentHand->getPlayerArray()[i]->getMyBestHandPosition())[j] == 0 ) { index0 = FALSE; }
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if (bestHandPos[j] == 0 ) { index0 = FALSE; }
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}
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if (index0) { holeCardsArray[i][0]->startFadeOut(guiGameSpeed); /*cout << "Fade Out index0" << endl;*/}
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//index 1 testen
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bool index1 = TRUE;
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for(j=0; j<5; j++) {
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if ((currentHand->getPlayerArray()[i]->getMyBestHandPosition())[j] == 1 ) { index1 = FALSE; }
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if (bestHandPos[j] == 1 ) { index1 = FALSE; }
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}
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if (index1) { holeCardsArray[i][1]->startFadeOut(guiGameSpeed); /*cout << "Fade Out index1" << endl;*/}
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//index 2 testen
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bool index2 = TRUE;
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for(j=0; j<5; j++) {
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if ((currentHand->getPlayerArray()[i]->getMyBestHandPosition())[j] == 2 ) { index2 = FALSE; }
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if (bestHandPos[j] == 2 ) { index2 = FALSE; }
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}
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if (index2) { boardCardsArray[0]->startFadeOut(guiGameSpeed); /*cout << "Fade Out index2" << endl;*/}
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//index 3 testen
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bool index3 = TRUE;
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for(j=0; j<5; j++) {
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if ((currentHand->getPlayerArray()[i]->getMyBestHandPosition())[j] == 3 ) { index3 = FALSE; }
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if (bestHandPos[j] == 3 ) { index3 = FALSE; }
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}
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if (index3) { boardCardsArray[1]->startFadeOut(guiGameSpeed); /*cout << "Fade Out index3" << endl;*/}
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//index 4 testen
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bool index4 = TRUE;
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for(j=0; j<5; j++) {
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if ((currentHand->getPlayerArray()[i]->getMyBestHandPosition())[j] == 4 ) { index4 = FALSE; }
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if (bestHandPos[j] == 4 ) { index4 = FALSE; }
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}
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if (index4) { boardCardsArray[2]->startFadeOut(guiGameSpeed); /*cout << "Fade Out index4" << endl;*/}
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//index 5 testen
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bool index5 = TRUE;
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for(j=0; j<5; j++) {
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if ((currentHand->getPlayerArray()[i]->getMyBestHandPosition())[j] == 5 ) { index5 = FALSE; }
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if (bestHandPos[j] == 5 ) { index5 = FALSE; }
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}
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if (index5) { boardCardsArray[3]->startFadeOut(guiGameSpeed); /*cout << "Fade Out index5" << endl;*/}
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//index 6 testen
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bool index6 = TRUE;
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for(j=0; j<5; j++) {
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if ((currentHand->getPlayerArray()[i]->getMyBestHandPosition())[j] == 6 ) { index6 = FALSE; }
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if (bestHandPos[j] == 6 ) { index6 = FALSE; }
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}
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if (index6) { boardCardsArray[4]->startFadeOut(guiGameSpeed); /*cout << "Fade Out index6" << endl;*/}
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}
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