bugfix
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@@ -269,6 +269,7 @@ void LocalHand::assignButtons() {
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// sonst
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else { playerArray[i]->setMySet(2*smallBlind); }
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}
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}
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}
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@@ -288,7 +289,7 @@ void LocalHand::switchRounds() {
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// Anzahl der Spieler ermitteln, welche All In sind
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int allInPlayersCounter = 0;
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for (i=0; i<MAX_NUMBER_OF_PLAYERS; i++) {
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for (i=0; i<MAX_NUMBER_OF_PLAYERS; i++) {
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if (playerArray[i]->getMyAction() == 6) allInPlayersCounter++;
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}
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@@ -336,7 +337,7 @@ void LocalHand::switchRounds() {
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}
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// HeadsUp-Ausnahme -> spieler ermitteln, der all in ist und als bb nur weniger als sb setzen konnte
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if(activePlayersCounter==2 && playerArray[i]->getMyAction() != 1 && playerArray[i]->getMyAction() == 6 && playerArray[i]->getMyActiveStatus() == 1 && playerArray[i]->getMyButton()==3 && playerArray[i]->getMySet()<=smallBlind) {
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if(activePlayersCounter==2 && playerArray[i]->getMyAction() == 6 && playerArray[i]->getMyActiveStatus() == 1 && playerArray[i]->getMyButton()==3 && playerArray[i]->getMySet()<=smallBlind) {
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allInCondition = 1;
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}
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@@ -34,11 +34,14 @@ LocalPlayer::LocalPlayer(ConfigFile *c, BoardInterface *b, int id, unsigned uniq
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// for statistic development
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// if(myID==0) {
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// myActiveStatus=0;
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// myCash=0;
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// myCash=20;
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// }
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//
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// if(myID==1) {
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// myCash=300;
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// myCash=6130;
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// }
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// if(myID==2) {
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// myCash=2850;
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// }
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////////////////////////////
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+4
-3
@@ -151,14 +151,15 @@ void Game::initHand()
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if(playerArray[i]->getMyActiveStatus() != 0) actualQuantityPlayers++;
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}
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// Hand erstellen
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actualHand = myFactory->createHand(myFactory, myGui, actualBoard, playerArray, actualHandID, startQuantityPlayers, actualQuantityPlayers, dealerPosition, actualSmallBlind, startCash);
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//Spieler Action auf 0 setzen
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for(i=0; i<MAX_NUMBER_OF_PLAYERS; i++) {
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playerArray[i]->setMyAction(0);
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}
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// Hand erstellen
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actualHand = myFactory->createHand(myFactory, myGui, actualBoard, playerArray, actualHandID, startQuantityPlayers, actualQuantityPlayers, dealerPosition, actualSmallBlind, startCash);
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// Dealer-Button weiterschieben --> Achtung inactive
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do {
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dealerPosition = (dealerPosition+1)%(MAX_NUMBER_OF_PLAYERS);
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