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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@@ -341,6 +341,7 @@ struct GCC_PACKED NetPacketPlayersActionDoneData
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u_int16_t playerAction;
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u_int32_t totalPlayerBet;
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u_int32_t playerMoney;
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u_int32_t highestSet;
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};
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struct GCC_PACKED NetPacketPlayersActionRejectedData
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@@ -3067,6 +3068,7 @@ NetPacketPlayersActionDone::SetData(const NetPacketPlayersActionDone::Data &inDa
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tmpData->playerAction = htons(inData.playerAction);
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tmpData->totalPlayerBet = htonl(inData.totalPlayerBet);
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tmpData->playerMoney = htonl(inData.playerMoney);
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tmpData->highestSet = htonl(inData.highestSet);
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// Check the packet - just in case.
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Check(GetRawData());
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@@ -3082,6 +3084,7 @@ NetPacketPlayersActionDone::GetData(NetPacketPlayersActionDone::Data &outData) c
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outData.playerAction = static_cast<PlayerAction>(ntohs(tmpData->playerAction));
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outData.totalPlayerBet = ntohl(tmpData->totalPlayerBet);
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outData.playerMoney = ntohl(tmpData->playerMoney);
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outData.highestSet = ntohl(tmpData->highestSet);
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}
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const NetPacketPlayersActionDone *
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