delete some bug for determining the list of player who have to show their cards. additionally the lastActionPlayer is now determined correctly (especially in every betting roud)
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@@ -31,7 +31,7 @@
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using namespace std;
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LocalHand::LocalHand(boost::shared_ptr<EngineFactory> f, GuiInterface *g, BoardInterface *b, PlayerList sl, PlayerList apl, PlayerList rpl, int id, int sP, unsigned dP, int sB,int sC)
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: myFactory(f), myGui(g), myBoard(b), seatsList(sl), activePlayerList(apl), runningPlayerList(rpl), myBeRo(0), myID(id), startQuantityPlayers(sP), dealerPosition(dP), currentRound(0), smallBlind(sB), startCash(sC), lastPlayersTurn(-1), allInCondition(false),
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: myFactory(f), myGui(g), myBoard(b), seatsList(sl), activePlayerList(apl), runningPlayerList(rpl), myBeRo(0), myID(id), startQuantityPlayers(sP), dealerPosition(dP), currentRound(0), smallBlind(sB), startCash(sC), lastPlayersTurn(-1), lastActionPlayer(0), allInCondition(false),
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cardsShown(false), bettingRoundsPlayed(0)
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{
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@@ -431,7 +431,7 @@ void LocalHand::assignButtons() {
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//big blind in heads up
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(*it)->setMyButton(3);
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// lastPlayerAction for showing cards
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// getCurrentBeRo()->setLastActionPlayer((*it)->getMyUniqueID());
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lastActionPlayer = (*it)->getMyUniqueID();
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}
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it++;
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@@ -441,7 +441,7 @@ void LocalHand::assignButtons() {
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//big blind normal
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(*it)->setMyButton(3);
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// lastPlayerAction for showing cards
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// getCurrentBeRo()->setLastActionPlayer((*it)->getMyUniqueID());
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lastActionPlayer = (*it)->getMyUniqueID();
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} else {
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//small blind in heads up
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(*it)->setMyButton(2);
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@@ -455,6 +455,8 @@ void LocalHand::assignButtons() {
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throw LocalException(__FILE__, __LINE__, ERR_NEXT_ACTIVE_PLAYER_NOT_FOUND);
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}
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// cout << "lAP-Button: " << lastActionPlayer << endl;
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//do sets --> TODO switch?
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for (it_c=runningPlayerList->begin(); it_c!=runningPlayerList->end(); it_c++) {
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