applying astyle
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@@ -30,7 +30,7 @@ class HandInterface;
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class ClientBeRo : public BeRoInterface
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{
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public:
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ClientBeRo(HandInterface* hi, unsigned dP, int sB, GameState gS);
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ClientBeRo(HandInterface* hi, unsigned dP, int sB, GameState gS);
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~ClientBeRo();
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GameState getMyBeRoID() const;
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@@ -24,7 +24,7 @@
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using namespace std;
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ClientBoard::ClientBoard(unsigned dp)
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: pot(0), sets(0), dealerPosition(dp), allInCondition(false), lastActionPlayerID(0)
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: pot(0), sets(0), dealerPosition(dp), allInCondition(false), lastActionPlayerID(0)
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{
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myCards[0] = myCards[1] = myCards[2] = myCards[3] = myCards[4] = 0;
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}
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@@ -98,7 +98,7 @@ void
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ClientBoard::setLastActionPlayerID(unsigned theValue)
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{
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boost::recursive_mutex::scoped_lock lock(m_syncMutex);
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lastActionPlayerID = theValue;
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lastActionPlayerID = theValue;
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}
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void
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@@ -45,7 +45,7 @@ public:
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void setSets(int theValue);
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void setAllInCondition(bool theValue);
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void setLastActionPlayerID(unsigned theValue);
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void setLastActionPlayerID(unsigned theValue);
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void collectSets();
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void collectPot();
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@@ -74,7 +74,7 @@ private:
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int sets;
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unsigned dealerPosition;
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bool allInCondition;
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unsigned lastActionPlayerID;
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unsigned lastActionPlayerID;
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};
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#endif
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@@ -58,11 +58,11 @@ ClientEngineFactory::createBeRo(HandInterface *hi, unsigned dP, int sB)
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{
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std::vector<boost::shared_ptr<BeRoInterface> > myBeRo;
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myBeRo.push_back(boost::shared_ptr<BeRoInterface>(new ClientBeRo(hi, dP, sB, GAME_STATE_PREFLOP)));
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myBeRo.push_back(boost::shared_ptr<BeRoInterface>(new ClientBeRo(hi, dP, sB, GAME_STATE_FLOP)));
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myBeRo.push_back(boost::shared_ptr<BeRoInterface>(new ClientBeRo(hi, dP, sB, GAME_STATE_TURN)));
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myBeRo.push_back(boost::shared_ptr<BeRoInterface>(new ClientBeRo(hi, dP, sB, GAME_STATE_RIVER)));
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myBeRo.push_back(boost::shared_ptr<BeRoInterface>(new ClientBeRo(hi, dP, sB, GAME_STATE_POST_RIVER)));
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myBeRo.push_back(boost::shared_ptr<BeRoInterface>(new ClientBeRo(hi, dP, sB, GAME_STATE_PREFLOP)));
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myBeRo.push_back(boost::shared_ptr<BeRoInterface>(new ClientBeRo(hi, dP, sB, GAME_STATE_FLOP)));
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myBeRo.push_back(boost::shared_ptr<BeRoInterface>(new ClientBeRo(hi, dP, sB, GAME_STATE_TURN)));
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myBeRo.push_back(boost::shared_ptr<BeRoInterface>(new ClientBeRo(hi, dP, sB, GAME_STATE_RIVER)));
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myBeRo.push_back(boost::shared_ptr<BeRoInterface>(new ClientBeRo(hi, dP, sB, GAME_STATE_POST_RIVER)));
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return myBeRo;
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@@ -41,7 +41,7 @@ public:
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virtual boost::shared_ptr<HandInterface> createHand(boost::shared_ptr<EngineFactory> f, GuiInterface *g, boost::shared_ptr<BoardInterface> b, Log *l, PlayerList sl, PlayerList apl, PlayerList rpl, int id, int sP, int dP, int sB,int sC);
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virtual boost::shared_ptr<BoardInterface> createBoard(unsigned dp);
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virtual boost::shared_ptr<PlayerInterface> createPlayer(int id, unsigned uniqueId, PlayerType type, std::string name, std::string avatar, int sC, bool aS, int mB);
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virtual std::vector<boost::shared_ptr<BeRoInterface> > createBeRo(HandInterface *hi, unsigned dP, int sB);
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virtual std::vector<boost::shared_ptr<BeRoInterface> > createBeRo(HandInterface *hi, unsigned dP, int sB);
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};
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#endif
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@@ -22,8 +22,8 @@
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using namespace std;
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ClientHand::ClientHand(boost::shared_ptr<EngineFactory> f, GuiInterface *g, boost::shared_ptr<BoardInterface> b, Log *l, PlayerList sl, PlayerList apl, PlayerList rpl, int id, int sP, int dP, int sB,int sC)
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: myFactory(f), myGui(g), myBoard(b), myLog(l), seatsList(sl), activePlayerList(apl), runningPlayerList(rpl), myID(id), startQuantityPlayers(sP), dealerPosition(dP), currentRound(GAME_STATE_PREFLOP),
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smallBlind(sB), startCash(sC), previousPlayerID(-1), allInCondition(0),
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: myFactory(f), myGui(g), myBoard(b), myLog(l), seatsList(sl), activePlayerList(apl), runningPlayerList(rpl), myID(id), startQuantityPlayers(sP), dealerPosition(dP), currentRound(GAME_STATE_PREFLOP),
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smallBlind(sB), startCash(sC), previousPlayerID(-1), allInCondition(0),
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cardsShown(false), bettingRoundsPlayed(0)
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{
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PlayerListIterator it;
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@@ -51,7 +51,7 @@ ClientHand::ClientHand(boost::shared_ptr<EngineFactory> f, GuiInterface *g, boos
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// the rest of the buttons are assigned later as received from the server.
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// Preflop, Flop, Turn und River erstellen
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myBeRo = myFactory->createBeRo(this, dealerPosition, smallBlind);
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myBeRo = myFactory->createBeRo(this, dealerPosition, smallBlind);
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}
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@@ -290,28 +290,28 @@ void
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ClientHand::setPreviousPlayerID(int theValue)
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{
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boost::recursive_mutex::scoped_lock lock(m_syncMutex);
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previousPlayerID = theValue;
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previousPlayerID = theValue;
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}
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int
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ClientHand::getPreviousPlayerID() const
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{
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boost::recursive_mutex::scoped_lock lock(m_syncMutex);
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return previousPlayerID;
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return previousPlayerID;
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}
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void
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ClientHand::setLastActionPlayerID (unsigned theValue)
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{
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boost::recursive_mutex::scoped_lock lock(m_syncMutex);
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lastActionPlayerID = theValue;
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lastActionPlayerID = theValue;
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}
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unsigned
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ClientHand::getLastActionPlayerID() const
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{
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boost::recursive_mutex::scoped_lock lock(m_syncMutex);
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return lastActionPlayerID;
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return lastActionPlayerID;
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}
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void
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@@ -63,8 +63,8 @@ public:
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void setStartQuantityPlayers ( int theValue );
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int getStartQuantityPlayers() const;
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void setCurrentRound ( GameState theValue );
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GameState getCurrentRound() const;
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void setCurrentRound ( GameState theValue );
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GameState getCurrentRound() const;
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void setDealerPosition ( int theValue );
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int getDealerPosition() const;
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@@ -81,11 +81,11 @@ public:
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void setBettingRoundsPlayed ( int theValue );
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int getBettingRoundsPlayed() const;
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void setPreviousPlayerID ( int theValue );
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int getPreviousPlayerID() const;
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void setPreviousPlayerID ( int theValue );
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int getPreviousPlayerID() const;
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void setLastActionPlayerID ( unsigned theValue );
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unsigned getLastActionPlayerID() const;
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void setLastActionPlayerID ( unsigned theValue );
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unsigned getLastActionPlayerID() const;
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void setCardsShown ( bool theValue );
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bool getCardsShown() const;
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@@ -115,12 +115,12 @@ private:
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int myID;
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int startQuantityPlayers;
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unsigned dealerPosition;
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GameState currentRound;
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GameState currentRound;
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int smallBlind;
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int startCash;
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int previousPlayerID;
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unsigned lastActionPlayerID;
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int previousPlayerID;
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unsigned lastActionPlayerID;
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bool allInCondition;
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bool cardsShown;
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@@ -25,7 +25,7 @@ using namespace std;
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ClientPlayer::ClientPlayer(ConfigFile *c, int id, unsigned uniqueId, PlayerType type, std::string name, std::string avatar, int sC, bool aS, int mB)
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: PlayerInterface(), myConfig(c), currentHand(0), myID(id), myUniqueID(uniqueId), myType(type),
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myName(name), myAvatar(avatar), myDude(0), myDude4(0), myCardsValueInt(0), myOdds(-1.0), myCash(sC), mySet(0), myLastRelativeSet(0),
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myAction(PLAYER_ACTION_NONE), myButton(mB), myActiveStatus(aS), myStayOnTableStatus(true), myTurn(false), myCardsFlip(false), myRoundStartCash(0),
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myAction(PLAYER_ACTION_NONE), myButton(mB), myActiveStatus(aS), myStayOnTableStatus(true), myTurn(false), myCardsFlip(false), myRoundStartCash(0),
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lastMoneyWon(0), sBluff(0), sBluffStatus(false), myWinnerState(false), m_isConnected(false)
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{
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myBestHandPosition[0] = myBestHandPosition[1] = myBestHandPosition[2] = myBestHandPosition[3] = myBestHandPosition[4] = 0;
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@@ -64,8 +64,8 @@ public:
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int getMySet() const;
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int getMyLastRelativeSet() const;
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void setMyAction(PlayerAction theValue, bool blind);
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PlayerAction getMyAction() const;
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void setMyAction(PlayerAction theValue, bool blind);
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PlayerAction getMyAction() const;
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void setMyButton(int theValue);
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int getMyButton() const;
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@@ -172,7 +172,7 @@ private:
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int myCash;
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int mySet;
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int myLastRelativeSet;
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PlayerAction myAction;
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PlayerAction myAction;
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int myButton; // 0 = none, 1 = dealer, 2 =small, 3 = big
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bool myActiveStatus; // 0 = inactive, 1 = active
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bool myStayOnTableStatus; // 0 = left, 1 = stay
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