invisible check in heads up bugfix
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@@ -25,7 +25,7 @@
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using namespace std;
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LocalRiver::LocalRiver(HandInterface* bR, int id, int qP, int dP, int sB) : RiverInterface(), myHand(bR), myID(id), actualQuantityPlayers(qP), dealerPosition(dP), smallBlindPosition(0), smallBlind(sB), highestSet(0), firstRiverRun(1), firstRiverRound(1), playersTurn(dP), highestCardsValue(0)
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LocalRiver::LocalRiver(HandInterface* bR, int id, int qP, int dP, int sB) : RiverInterface(), myHand(bR), myID(id), actualQuantityPlayers(qP), dealerPosition(dP), smallBlindPosition(0), smallBlind(sB), highestSet(0), firstRiverRun(1), firstRiverRound(1), firstHeadsUpRiverRound(1), playersTurn(dP), highestCardsValue(0)
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{ int i;
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@@ -95,9 +95,14 @@ void LocalRiver::riverRun() {
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myHand->setBettingRoundsPlayed(3);
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}
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// nᅵhsten Spieler ermitteln
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do { playersTurn = (playersTurn+1)%(MAX_NUMBER_OF_PLAYERS);
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} while(!(myHand->getPlayerArray()[playersTurn]->getMyActiveStatus()) || (myHand->getPlayerArray()[playersTurn]->getMyAction())==1 || (myHand->getPlayerArray()[playersTurn]->getMyAction())==6);
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if( !(myHand->getActualQuantityPlayers() < 3 && firstHeadsUpRiverRound == 1) ) {
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// not first round in heads up (for headsup dealer is smallblind so it is dealers turn)
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// naechsten Spieler ermitteln
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do { playersTurn = (playersTurn+1)%(MAX_NUMBER_OF_PLAYERS);
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} while(!(myHand->getPlayerArray()[playersTurn]->getMyActiveStatus()) || (myHand->getPlayerArray()[playersTurn]->getMyAction())==1 || (myHand->getPlayerArray()[playersTurn]->getMyAction())==6);
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}
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else { firstHeadsUpRiverRound = 0; }
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//Spieler-Position vor SmallBlind-Position ermitteln
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int activePlayerBeforeSmallBlind = smallBlindPosition;
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