change stayontable-status handling from gui to engine code
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@@ -3768,17 +3768,11 @@ void gameTableImpl::restoreGameTableGeometry()
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}
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}
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void gameTableImpl::netClientPlayerLeft(unsigned playerId)
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void gameTableImpl::netClientPlayerLeft(unsigned /*playerId*/)
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{
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if (myStartWindow->getSession()->getCurrentGame() && myStartWindow->getSession()->isNetworkClientRunning()) {
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boost::shared_ptr<PlayerInterface> tmpPlayer = myStartWindow->getSession()->getCurrentGame()->getPlayerByUniqueId(playerId);
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if (tmpPlayer.get()) {
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tmpPlayer->setMyStayOnTableStatus(0);
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refreshPlayerAvatar();
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refreshPlayerName();
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}
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refreshPlayerAvatar();
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refreshPlayerName();
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}
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}
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@@ -0,0 +1,8 @@
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#include "sdlplayer.h"
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#include "configfile.h"
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#include "soundevents.h"
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SoundEvents::SoundEvents(ConfigFile *c): myConfig(c)
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{
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mySDLPlayer = new SDLPlayer(myConfig);
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}
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@@ -0,0 +1,17 @@
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#ifndef SOUNDEVENTS_H
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#define SOUNDEVENTS_H
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class SDLPlayer;
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class ConfigFile;
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class SoundEvents
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{
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public:
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SoundEvents(ConfigFile*);
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private:
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SDLPlayer *mySDLPlayer;
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ConfigFile *myConfig;
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};
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#endif // SOUNDEVENTS_H
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