Fixed init gui in networking (is now thread safe). Fixed displaying of game/hand number for network games.
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@@ -25,7 +25,10 @@
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using namespace std;
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LocalHand::LocalHand(boost::shared_ptr<EngineFactory> f, GuiInterface *g, BoardInterface *b, PlayerInterface **p, int id, int sP, int aP, int dP, int sB,int sC)
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: HandInterface(), myFactory(f), myGui(g), myBoard(b), playerArray(p), myPreflop(0), myFlop(0), myTurn(0), myRiver(0), myID(id), actualQuantityPlayers(aP), startQuantityPlayers(sP), dealerPosition(dP), actualRound(0), smallBlind(sB), startCash(sC), lastPlayersTurn(0), allInCondition(0), bettingRoundsPlayed(0)
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: myFactory(f), myGui(g), myBoard(b), playerArray(p), myPreflop(0), myFlop(0), myTurn(0), myRiver(0),
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myID(id), actualQuantityPlayers(aP), startQuantityPlayers(sP), dealerPosition(dP), actualRound(0),
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smallBlind(sB), startCash(sC), activePlayersCounter(aP), lastPlayersTurn(0), allInCondition(0),
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bettingRoundsPlayed(0)
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{
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int i, j, k;
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@@ -39,6 +42,8 @@ LocalHand::LocalHand(boost::shared_ptr<EngineFactory> f, GuiInterface *g, BoardI
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if(playerArray[i]->getMyActiveStatus() != 0) {
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playerArray[i]->setHand(this);
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}
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// myFlipCards auf 0 setzen
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playerArray[i]->setMyCardsFlip(0, 0);
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}
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@@ -89,11 +94,6 @@ LocalHand::LocalHand(boost::shared_ptr<EngineFactory> f, GuiInterface *g, BoardI
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}
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delete[] cardsArray;
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// myFlipCards auf 0 setzen
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for(i=0; i<startQuantityPlayers; i++) {
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playerArray[i]->setMyCardsFlip(0, 0);
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}
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// // // !!!!!!!!!!!!!!!!!!!!!!!!!!!!! testing !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! //
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// // int *temp5Array;
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@@ -353,7 +353,7 @@ void LocalHand::switchRounds() {
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//unhighlight actual players groupbox
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if(playerArray[lastPlayersTurn]->getMyActiveStatus() == 1) myGui->refreshGroupbox(lastPlayersTurn,1);
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myGui->refreshGameLabels(actualRound);
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myGui->refreshGameLabels();
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// /*/*/*/*cout <<*/*/*/*/ "NextPlayerSpeed1 stop" << endl;
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//
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// cout << "NextPlayerSpeed2 start" << endl;
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