Fixed resetting of pot at end of hand. Fixed resetting of sets at end of round.
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@@ -563,6 +563,7 @@ ClientStateWaitHand::InternalProcess(ClientThread &client, boost::shared_ptr<Net
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client.GetGame()->startHand();
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client.GetGui().dealHoleCards();
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client.GetGui().refreshGameLabels(GAME_STATE_PREFLOP);
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client.GetGui().refreshPot();
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client.SetState(ClientStateRunHand::Instance());
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retVal = MSG_NET_GAME_CLIENT_HAND_START;
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@@ -657,6 +658,7 @@ ClientStateRunHand::InternalProcess(ClientThread &client, boost::shared_ptr<NetP
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ResetPlayerActions(*curGame);
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curGame->getCurrentHand()->setActualRound(turnData.gameState);
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// Refresh actions.
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client.GetGui().refreshSet();
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client.GetGui().refreshAction();
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}
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@@ -762,6 +764,7 @@ ClientStateRunHand::InternalProcess(ClientThread &client, boost::shared_ptr<NetP
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tmpPlayer->setMyCash(endHandData.playerMoney);
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// TODO use moneyWon
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curGame->getCurrentHand()->getBoard()->setPot(0);
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client.GetGui().postRiverRunAnimation1();
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// Reset player actions
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@@ -802,7 +805,8 @@ ClientStateRunHand::InternalProcess(ClientThread &client, boost::shared_ptr<NetP
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// TODO use moneyWon
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++i;
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}
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client.GetGame()->getCurrentHand()->getRiver()->setHighestCardsValue(highestValueOfCards);
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curGame->getCurrentHand()->getRiver()->setHighestCardsValue(highestValueOfCards);
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curGame->getCurrentHand()->getBoard()->setPot(0);
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client.GetGui().postRiverRunAnimation1();
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// Reset player sets
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