bugfix: update lastActionPlayer in network-games

This commit is contained in:
floty
2010-09-04 22:45:55 +00:00
parent e8eda4f189
commit 8157ff63b6
+6 -1
View File
@@ -145,18 +145,23 @@ static void PerformPlayerAction(ServerGame &server, boost::shared_ptr<PlayerInte
player->setMySet(bet);
// update minimumRaise
// update minimumRaise and lastActionPlayer
switch(action) {
case PLAYER_ACTION_BET: {
curGame.getCurrentHand()->getCurrentBeRo()->setMinimumRaise(bet);
curGame.getCurrentHand()->setLastActionPlayer(player->getMyUniqueID());
} break;
case PLAYER_ACTION_RAISE: {
curGame.getCurrentHand()->getCurrentBeRo()->setMinimumRaise(player->getMySet() - curGame.getCurrentHand()->getCurrentBeRo()->getHighestSet());
curGame.getCurrentHand()->setLastActionPlayer(player->getMyUniqueID());
} break;
case PLAYER_ACTION_ALLIN: {
if(player->getMySet() - curGame.getCurrentHand()->getCurrentBeRo()->getHighestSet() > curGame.getCurrentHand()->getCurrentBeRo()->getMinimumRaise()) {
curGame.getCurrentHand()->getCurrentBeRo()->setMinimumRaise(player->getMySet() - curGame.getCurrentHand()->getCurrentBeRo()->getHighestSet());
}
if(player->getMySet() - curGame.getCurrentHand()->getCurrentBeRo()->getHighestSet() > 0) {
curGame.getCurrentHand()->setLastActionPlayer(player->getMyUniqueID());
}
} break;
default: {
}