cleaning code and hopefully last part of refactoring playerArray to playerLists ;)
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+2
-7
@@ -56,12 +56,10 @@ public:
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HandInterface *getCurrentHand();
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const HandInterface *getCurrentHand() const;
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// std::vector<boost::shared_ptr<PlayerInterface> > getPlayerArray() const {return playerArray;}
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PlayerList getSeatsList() const {return seatsList;}
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PlayerList getActivePlayerList() const {return activePlayerList;}
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PlayerList getRunningPlayerList() const {return runningPlayerList;}
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//Zufgriff Startvariablen
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void setStartQuantityPlayers(int theValue) { startQuantityPlayers = theValue; }
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int getStartQuantityPlayers() const { return startQuantityPlayers; }
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@@ -91,21 +89,18 @@ private:
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HandInterface *currentHand;
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BoardInterface *currentBoard;
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// std::vector<boost::shared_ptr<PlayerInterface> > playerArray; // available seats --> seatList !!! TODO // delete
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PlayerList seatsList;
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PlayerList activePlayerList; // used seats
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PlayerList runningPlayerList; // nonfolded and nonallin active players
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// boost::shared_ptr<PlayerInterface> playerArray[MAX_NUMBER_OF_PLAYERS];
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//Startvariablen
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// start variables
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int startQuantityPlayers;
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int startCash;
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int startSmallBlind;
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int myGameID;
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int guiPlayerNum;
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//Laufvariablen
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// running variables
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int currentSmallBlind;
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int currentHandID;
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unsigned dealerPosition;
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