add showCards function to receive cards from players which hit the show-cards-button during postriver. define static ranking game data
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@@ -197,8 +197,6 @@ gameTableImpl::gameTableImpl(ConfigFile *c, QMainWindow *parent)
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postRiverAnimation1Timer->setSingleShot(TRUE);
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postRiverRunAnimation1Timer->setSingleShot(TRUE);
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postRiverRunAnimation2Timer->setSingleShot(TRUE);
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postRiverRunAnimation2_flipHoleCards1Timer->setSingleShot(TRUE);
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postRiverRunAnimation2_flipHoleCards2Timer->setSingleShot(TRUE);
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postRiverRunAnimation3Timer->setSingleShot(TRUE);
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postRiverRunAnimation5Timer->setSingleShot(TRUE);
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postRiverRunAnimation6Timer->setSingleShot(TRUE);
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@@ -427,8 +425,6 @@ gameTableImpl::gameTableImpl(ConfigFile *c, QMainWindow *parent)
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connect(postRiverAnimation1Timer, SIGNAL(timeout()), this, SLOT( postRiverAnimation1Action() ));
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connect(postRiverRunAnimation1Timer, SIGNAL(timeout()), this, SLOT( postRiverRunAnimation2() ));
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connect(postRiverRunAnimation2Timer, SIGNAL(timeout()), this, SLOT( postRiverRunAnimation3() ));
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connect(postRiverRunAnimation2_flipHoleCards1Timer, SIGNAL(timeout()), this, SLOT( postRiverRunAnimation2_flipHoleCards1() ));
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connect(postRiverRunAnimation2_flipHoleCards2Timer, SIGNAL(timeout()), this, SLOT( postRiverRunAnimation2_flipHoleCards2() ));
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connect(postRiverRunAnimation3Timer, SIGNAL(timeout()), this, SLOT( postRiverRunAnimation4() ));
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connect(potDistributeTimer, SIGNAL(timeout()), this, SLOT(postRiverRunAnimation5()));
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connect(postRiverRunAnimation5Timer, SIGNAL(timeout()), this, SLOT( postRiverRunAnimation6() ));
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@@ -506,6 +502,7 @@ gameTableImpl::gameTableImpl(ConfigFile *c, QMainWindow *parent)
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connect(this, SIGNAL(signalRiverAnimation2()), this, SLOT(riverAnimation2()));
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connect(this, SIGNAL(signalPostRiverAnimation1()), this, SLOT(postRiverAnimation1()));
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connect(this, SIGNAL(signalPostRiverRunAnimation1()), this, SLOT(postRiverRunAnimation1()));
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connect(this, SIGNAL(signalPostRiverShowCards(unsigned)), this, SLOT(postRiverShowCards(unsigned)));
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connect(this, SIGNAL(signalFlipHolecardsAllIn()), this, SLOT(flipHolecardsAllIn()));
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connect(this, SIGNAL(signalNextRoundCleanGui()), this, SLOT(nextRoundCleanGui()));
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connect(this, SIGNAL(signalStartVoteOnKick(unsigned, unsigned, int, int)), this, SLOT(startVoteOnKick(unsigned, unsigned, int, int)));
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@@ -657,7 +654,7 @@ void gameTableImpl::applySettings(settingsDialogImpl* mySettingsDialog) {
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}
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refreshGameTableStyle();
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// qDebug() << "table: " << myGameTableStyle->getStyleDescription() << myGameTableStyle->getState();
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// qDebug() << "table: " << myGameTableStyle->getStyleDescription() << myGameTableStyle->getState();
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if(this->isVisible() && myGameTableStyle->getState() != GT_STYLE_OK) myGameTableStyle->showErrorMessage();
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//blind buttons refresh
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@@ -1505,20 +1502,20 @@ void gameTableImpl::meInAction() {
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lineEdit_betValue->selectAll();
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}
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// if(this->isMinimized()){
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// this->showNormal();
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// this->activateWindow();
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// this->raise();
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// }
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// else if(!this->isActiveWindow()) {
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// this->showMinimized();
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// this->activateWindow();
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// this->raise();
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// this->showNormal();
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// this->activateWindow();
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// this->raise();
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//
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// }
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// if(this->isMinimized()){
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// this->showNormal();
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// this->activateWindow();
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// this->raise();
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// }
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// else if(!this->isActiveWindow()) {
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// this->showMinimized();
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// this->activateWindow();
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// this->raise();
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// this->showNormal();
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// this->activateWindow();
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// this->raise();
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//
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// }
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myActionIsRaise = 0;
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@@ -2023,59 +2020,51 @@ void gameTableImpl::postRiverRunAnimation2() {
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if(!flipHolecardsAllInAlreadyDone) {
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//TODO - Turn cards like in the rules
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QPixmap onePix = QPixmap::fromImage(QImage(myAppDataPath +"gfx/gui/misc/1px.png"));
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//TempArrays
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QPixmap tempCardsPixmapArray[2];
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int tempCardsIntArray[2];
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int antiPeekMode = myConfig->readConfigInt("AntiPeekMode");
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int showFlipcardAnimation = myConfig->readConfigInt("ShowFlipCardsAnimation");
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// postRiverRunAnimation2_flipHoleCards1Timer->start(nextPlayerSpeed2);
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int j;
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for (it_c=currentHand->getActivePlayerList()->begin(); it_c!=currentHand->getActivePlayerList()->end(); it_c++) {
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(*it_c)->getMyCards(tempCardsIntArray);
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if((*it_c)->getMyAction() != PLAYER_ACTION_FOLD) {
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// //Config? mit oder ohne Eye-Candy?
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if(myConfig->readConfigInt("ShowFlipCardsAnimation")) {
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// mit Eye-Candy
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//TempArrays
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int tempCardsIntArray[2];
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int j;
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for (it_c=currentHand->getActivePlayerList()->begin(); it_c!=currentHand->getActivePlayerList()->end(); it_c++) {
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(*it_c)->getMyCards(tempCardsIntArray);
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if((*it_c)->getMyAction() != PLAYER_ACTION_FOLD) {
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if((*it_c)->getMyID() || ((*it_c)->getMyID()==0 && myConfig->readConfigInt("AntiPeekMode")) ) {
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for(j=0; j<2; j++) {
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// TODO
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//only some players need to show cards directly. if i dont kneed the show i get the button
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if((*it_c)->getMyID() || ((*it_c)->getMyID()==0 && antiPeekMode) ) {
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for(j=0; j<2; j++) {
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if(showFlipcardAnimation) { // with Eye-Candy
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holeCardsArray[(*it_c)->getMyID()][j]->startFlipCards(guiGameSpeed, QPixmap::fromImage(QImage(myCardDeckStyle->getCurrentDir()+QString::number(tempCardsIntArray[j], 10)+".png")), *flipside);
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}
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}
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//set Player value (logging)
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(*it_c)->setMyCardsFlip(1,1);
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}
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}
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}
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else {
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//without Eye-Candy
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//Karten der aktiven Spieler umdrehen
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QPixmap onePix = QPixmap::fromImage(QImage(myAppDataPath +"gfx/gui/misc/1px.png"));
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//TempArrays
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QPixmap tempCardsPixmapArray[2];
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int tempCardsIntArray[2];
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int j;
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for (it_c=currentHand->getActivePlayerList()->begin(); it_c!=currentHand->getActivePlayerList()->end(); it_c++) {
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(*it_c)->getMyCards(tempCardsIntArray);
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if((*it_c)->getMyAction() != PLAYER_ACTION_FOLD) {
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if((*it_c)->getMyID() || ((*it_c)->getMyID()==0 && myConfig->readConfigInt("AntiPeekMode")) ) {
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for(j=0; j<2; j++) {
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else { //without Eye-Candy
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tempCardsPixmapArray[j] = QPixmap::fromImage(QImage(myCardDeckStyle->getCurrentDir()+QString::number(tempCardsIntArray[j], 10)+".png"));
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holeCardsArray[(*it_c)->getMyID()][j]->setPixmap(tempCardsPixmapArray[j], FALSE);
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}
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}
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//set Player value (logging)
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(*it_c)->setMyCardsFlip(1,1);
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}
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//set Player value (logging)
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(*it_c)->setMyCardsFlip(1,1);
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// TODO
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// showShowMyCardsButton();
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}
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}
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//Wenn einmal umgedreht dann fertig!!
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flipHolecardsAllInAlreadyDone = TRUE;
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}
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@@ -2097,28 +2086,6 @@ void gameTableImpl::postRiverRunAnimation2() {
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}
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// TODO
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void gameTableImpl::postRiverRunAnimation2_flipHoleCards1() {
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HandInterface *currentHand = myStartWindow->getSession()->getCurrentGame()->getCurrentHand();
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currentHand->getCurrentBeRo()->setPlayersTurn(currentHand->getCurrentBeRo()->getLastActionPlayer());
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postRiverRunAnimation2_flipHoleCards2Timer->start(nextPlayerSpeed2);
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}
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void gameTableImpl::postRiverRunAnimation2_flipHoleCards2() {
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// if() {
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// postRiverRunAnimation2_flipHoleCards1Timer->start(nextPlayerSpeed2);
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// }
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// else {
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// postRiverRunAnimation2Timer->start(postRiverRunAnimationSpeed);
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// }
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}
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void gameTableImpl::postRiverRunAnimation3() {
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HandInterface *currentHand = myStartWindow->getSession()->getCurrentGame()->getCurrentHand();
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@@ -2347,6 +2314,36 @@ void gameTableImpl::postRiverRunAnimation6() {
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postRiverRunAnimation6Timer->start(newRoundSpeed);
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}
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void gameTableImpl::postRiverShowCards(unsigned playerId)
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{
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HandInterface *currentHand = myStartWindow->getSession()->getCurrentGame()->getCurrentHand();
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QPixmap onePix = QPixmap::fromImage(QImage(myAppDataPath +"gfx/gui/misc/1px.png"));
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//TempArrays
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QPixmap tempCardsPixmapArray[2];
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int tempCardsIntArray[2];
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int showFlipcardAnimation = myConfig->readConfigInt("ShowFlipCardsAnimation");
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int j;
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PlayerListConstIterator it_c;
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for (it_c=currentHand->getActivePlayerList()->begin(); it_c!=currentHand->getActivePlayerList()->end(); it_c++) {
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if((*it_c)->getMyUniqueID() == playerId) {
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(*it_c)->getMyCards(tempCardsIntArray);
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for(j=0; j<2; j++) {
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if(showFlipcardAnimation) { // with Eye-Candy
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holeCardsArray[(*it_c)->getMyID()][j]->startFlipCards(guiGameSpeed, QPixmap::fromImage(QImage(myCardDeckStyle->getCurrentDir()+QString::number(tempCardsIntArray[j], 10)+".png")), *flipside);
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}
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else { //without Eye-Candy
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tempCardsPixmapArray[j] = QPixmap::fromImage(QImage(myCardDeckStyle->getCurrentDir()+QString::number(tempCardsIntArray[j], 10)+".png"));
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holeCardsArray[(*it_c)->getMyID()][j]->setPixmap(tempCardsPixmapArray[j], FALSE);
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}
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}
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}
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//set Player value (logging)
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(*it_c)->setMyCardsFlip(1,1);
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}
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}
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void gameTableImpl::flipHolecardsAllIn() {
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HandInterface *currentHand = myStartWindow->getSession()->getCurrentGame()->getCurrentHand();
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@@ -3008,7 +3005,7 @@ void gameTableImpl::showMaximized () {
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void gameTableImpl::closeGameTable() {
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if (myStartWindow->getMyServerGuiInterface() && myStartWindow->getMyServerGuiInterface()->getSession()->isNetworkServerRunning()) {
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if (myStartWindow->getMyServerGuiInterface() && myStartWindow->getMyServerGuiInterface()->getSession()->isNetworkServerRunning()) {
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QMessageBox msgBox(QMessageBox::Warning, tr("Closing PokerTH during network game"),
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tr("You are the hosting server. Do you want to close PokerTH anyway?"), QMessageBox::Yes | QMessageBox::No, this);
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@@ -3016,7 +3013,7 @@ void gameTableImpl::closeGameTable() {
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if (msgBox.exec() == QMessageBox::Yes ) {
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myStartWindow->getSession()->terminateNetworkClient();
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stopTimer();
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if (myStartWindow->getMyServerGuiInterface()) myStartWindow->getMyServerGuiInterface()->getSession()->terminateNetworkServer();
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if (myStartWindow->getMyServerGuiInterface()) myStartWindow->getMyServerGuiInterface()->getSession()->terminateNetworkServer();
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saveGameTableGeometry();
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myStartWindow->show();
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this->hide();
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@@ -3442,7 +3439,7 @@ void gameTableImpl::registeredUserMode()
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void gameTableImpl::guestUserMode()
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{
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lineEdit_ChatInput->setText(tr("Chat is only available to registered players."));
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lineEdit_ChatInput->setText(tr("Chat is only available to registered players."));
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lineEdit_ChatInput->setDisabled(true);
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guestMode = true;
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}
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