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@@ -1498,7 +1498,7 @@ void mainWindowImpl::postRiverRunAnimation2() {
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int i, j;
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for(i=1; i<maxQuantityPlayers; i++) {
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for(i=0; i<maxQuantityPlayers; i++) {
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actualHand->getPlayerArray()[i]->getMyCards(tempCardsIntArray);
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if(actualHand->getPlayerArray()[i]->getMyActiveStatus() && actualHand->getPlayerArray()[i]->getMyAction() != 1) {
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if(i) {
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@@ -1525,7 +1525,7 @@ void mainWindowImpl::postRiverRunAnimation2() {
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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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for(i=0; i<maxQuantityPlayers; i++) {
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actualHand->getPlayerArray()[i]->getMyCards(tempCardsIntArray);
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if(actualHand->getPlayerArray()[i]->getMyActiveStatus() && actualHand->getPlayerArray()[i]->getMyAction() != 1) {
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if(i) {
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@@ -1546,6 +1546,10 @@ void mainWindowImpl::postRiverRunAnimation2() {
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//Wenn einmal umgedreht dann fertig!!
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flipHolecardsAllInAlreadyDone = TRUE;
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}
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else {
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}
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postRiverRunAnimation2Timer->start(postRiverRunAnimationSpeed);
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}
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else { postRiverRunAnimation3(); }
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@@ -1783,7 +1787,7 @@ void mainWindowImpl::flipHolecardsAllIn() {
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int temp2CardsIntArray[2];
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int i, j;
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for(i=1; i<maxQuantityPlayers; i++) {
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for(i=0; i<maxQuantityPlayers; i++) {
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actualHand->getPlayerArray()[i]->getMyCards(temp2CardsIntArray);
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if(actualHand->getPlayerArray()[i]->getMyActiveStatus() && actualHand->getPlayerArray()[i]->getMyAction() != 1) {
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if(i) {
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