More shared_ptr in engine to prevent race conditions when accessing client engine from gui. Still incomplete.
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@@ -37,7 +37,7 @@ public:
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~LocalPlayer();
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void setHand(HandInterface*);
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void setHand(HandInterface *);
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int getMyID() const { return myID; }
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unsigned getMyUniqueID() const { return myUniqueID; }
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@@ -77,8 +77,8 @@ public:
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void setMyActiveStatus(bool theValue) { myActiveStatus = theValue; }
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bool getMyActiveStatus() const { return myActiveStatus; }
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void setMyStayOnTableStatus(bool theValue) { myStayOnTableStatus = theValue; }
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bool getMyStayOnTableStatus() const { return myStayOnTableStatus; }
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void setMyStayOnTableStatus(bool theValue) { myStayOnTableStatus = theValue; }
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bool getMyStayOnTableStatus() const { return myStayOnTableStatus; }
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void setMyCards(int* theValue) { int i; for(i=0; i<2; i++) myCards[i] = theValue[i]; }
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void getMyCards(int* theValue) const { int i; for(i=0; i<2; i++) theValue[i] = myCards[i]; }
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