network allintimer changes
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@@ -56,7 +56,7 @@ void MySetLabel::startTimeOutAnimation(int secs) {
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waitFrames = 3000/timerIntervall;
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waitFrames = 3000/timerIntervall;
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std::cout << timerIntervall << endl;
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// std::cout << timerIntervall << endl;
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timeOutAnimation = TRUE;
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timeOutAnimation = TRUE;
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timeOutAnimationTimer->start(timerIntervall);
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timeOutAnimationTimer->start(timerIntervall);
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}
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}
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@@ -37,7 +37,7 @@ using namespace std;
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#define SERVER_DEAL_FLOP_CARDS_DELAY_SEC 5
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#define SERVER_DEAL_FLOP_CARDS_DELAY_SEC 5
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#define SERVER_DEAL_TURN_CARD_DELAY_SEC 2
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#define SERVER_DEAL_TURN_CARD_DELAY_SEC 2
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#define SERVER_DEAL_RIVER_CARD_DELAY_SEC 2
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#define SERVER_DEAL_RIVER_CARD_DELAY_SEC 2
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#define SERVER_DEAL_ADD_ALL_IN_DELAY_SEC 1
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#define SERVER_DEAL_ADD_ALL_IN_DELAY_SEC 2
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#define SERVER_SHOW_CARDS_DELAY_SEC 2
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#define SERVER_SHOW_CARDS_DELAY_SEC 2
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#define SERVER_PLAYER_TIMEOUT_ADD_DELAY_SEC 2
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#define SERVER_PLAYER_TIMEOUT_ADD_DELAY_SEC 2
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@@ -879,10 +879,10 @@ ServerRecvStateDealCardsDelay::Process(ServerRecvThread &server)
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switch(curGame.getCurrentHand()->getActualRound())
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switch(curGame.getCurrentHand()->getActualRound())
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{
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{
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case GAME_STATE_FLOP:
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case GAME_STATE_FLOP:
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delay = SERVER_DEAL_FLOP_CARDS_DELAY_SEC + allInDelay;
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delay = SERVER_DEAL_FLOP_CARDS_DELAY_SEC;
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break;
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break;
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case GAME_STATE_TURN:
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case GAME_STATE_TURN:
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delay = SERVER_DEAL_TURN_CARD_DELAY_SEC;
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delay = SERVER_DEAL_TURN_CARD_DELAY_SEC + allInDelay;
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break;
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break;
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case GAME_STATE_RIVER:
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case GAME_STATE_RIVER:
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delay = SERVER_DEAL_RIVER_CARD_DELAY_SEC;
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delay = SERVER_DEAL_RIVER_CARD_DELAY_SEC;
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