The server is now sending the highest set, and the client is no longer calculating it on his own. This should fix some bugs when someone goes all in with the big/small blind.
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@@ -813,12 +813,10 @@ ClientStateRunHand::InternalProcess(ClientThread &client, boost::shared_ptr<NetP
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tmpPlayer->setMyAction(actionDoneData.playerAction);
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tmpPlayer->setMySetAbsolute(actionDoneData.totalPlayerBet);
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tmpPlayer->setMyCash(actionDoneData.playerMoney);
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curGame->getCurrentHand()->getCurrentBeRo()->setHighestSet(actionDoneData.highestSet);
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curGame->getCurrentHand()->getBoard()->collectSets();
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curGame->getCurrentHand()->switchRounds();
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// Update highest set
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if (tmpPlayer->getMySet() > curGame->getCurrentHand()->getCurrentBeRo()->getHighestSet())
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curGame->getCurrentHand()->getCurrentBeRo()->setHighestSet(tmpPlayer->getMySet());
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//log blinds sets after setting bigblind-button
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if (isBigBlind) {
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