flip holcards when all active players all in
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@@ -79,6 +79,7 @@ public:
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virtual void postRiverAnimation1() const=0;
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virtual void postRiverRunAnimation1() const=0;
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// virtual void postRiverAnimation2() const=0;
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virtual void flipHolecardsAllIn() const=0;
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// virtual void handSwitchRounds() const=0;
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//
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@@ -80,6 +80,8 @@ void GuiWrapper::riverAnimation2() const { myW->riverAnimation2(); }
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void GuiWrapper::postRiverAnimation1() const { myW->postRiverAnimation1(); }
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void GuiWrapper::postRiverRunAnimation1() const { myW->postRiverRunAnimation1(); }
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void GuiWrapper::flipHolecardsAllIn() const { myW->flipHolecardsAllIn(); }
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void GuiWrapper::nextRoundCleanGui() const { myW->nextRoundCleanGui(); }
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void GuiWrapper::meInAction() const { myW->meInAction(); }
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@@ -77,6 +77,8 @@ public:
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void postRiverAnimation1() const;
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void postRiverRunAnimation1() const;
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void flipHolecardsAllIn() const;
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void nextRoundCleanGui() const;
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void meInAction() const;
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@@ -1430,6 +1430,44 @@ void mainWindowImpl::postRiverRunAnimation6() {
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postRiverRunAnimation6Timer->start(newRoundSpeed);
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}
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void mainWindowImpl::flipHolecardsAllIn() {
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int i;
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//Aktive Spieler zählen --> wenn nur noch einer nicht-folded dann keine Karten umdrehen
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int activePlayersCounter = 0;
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for (i=0; i<maxQuantityPlayers; i++) {
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if (actualHand->getPlayerArray()[i]->getMyAction() != 1 && actualHand->getPlayerArray()[i]->getMyActiveStatus() == 1) activePlayersCounter++;
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}
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if(activePlayersCounter!=1) {
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//Karten der aktiven Spieler umdrehen
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QPixmap onePix(":/graphics/cards/1px.png");
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//TempArrays
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QPixmap tempCardsPixmapArray[2];
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int tempCardsIntArray[2];
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int i, j;
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for(i=1; i<maxQuantityPlayers; i++) {
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actualHand->getPlayerArray()[i]->getMyCards(tempCardsIntArray);
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for(j=0; j<2; j++) {
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if(actualHand->getPlayerArray()[i]->getMyActiveStatus() && actualHand->getPlayerArray()[i]->getMyAction() != 1) {
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tempCardsPixmapArray[j].load(":/othercards/cards/othercards/"+QString::number(tempCardsIntArray[j], 10)+".png");
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holeCardsArray[i][j]->setPixmap(tempCardsPixmapArray[j], FALSE);
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}
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}
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}
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}
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}
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void mainWindowImpl::startNewHand() {
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if( !breakAfterActualHand){ actualGame->startHand();
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@@ -136,7 +136,9 @@ public slots:
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void postRiverRunAnimation3();
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void postRiverRunAnimation4();
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void postRiverRunAnimation5();
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void postRiverRunAnimation6();
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void postRiverRunAnimation6();
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void flipHolecardsAllIn();
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void handSwitchRounds();
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