bugfix check log-object for debug_mode
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@@ -77,7 +77,7 @@ LocalHand::LocalHand(boost::shared_ptr<EngineFactory> f, GuiInterface *g, boost:
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for(i=0; i<5; i++) tempBoardArray[i] = cardsArray[i];
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// debug mode
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myLog->debugMode_getBoardCards(tempBoardArray,myID);
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if(myLog) myLog->debugMode_getBoardCards(tempBoardArray,myID);
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// prepare whole player hand
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for(i=0; i<5; i++) tempPlayerAndBoardArray[i+2] = tempBoardArray[i];
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@@ -92,7 +92,7 @@ LocalHand::LocalHand(boost::shared_ptr<EngineFactory> f, GuiInterface *g, boost:
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for(j=0; j<2; j++) tempPlayerArray[j] = cardsArray[2*k+j+5];
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// debug mode
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myLog->debugMode_getPlayerCards(tempPlayerArray,myID,k);
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if(myLog) myLog->debugMode_getPlayerCards(tempPlayerArray,myID,k);
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// complete whole player hand
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for(j=0; j<2; j++) tempPlayerAndBoardArray[j] = tempPlayerArray[j];
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@@ -1264,7 +1264,7 @@ void LocalPlayer::preflopEngine()
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// cout << myID << ": " << myOdds << " - " << myNiveau[0] << " " << myNiveau[2] << " - " << "Bluff: " << sBluffStatus << endl;
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// debug mode
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currentHand->getLog()->debugMode_getPlayerAction(&myAction, &bet, &raise, GAME_STATE_PREFLOP, currentHand->getMyID(), myUniqueID, mySet);
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if(currentHand->getLog()) currentHand->getLog()->debugMode_getPlayerAction(&myAction, &bet, &raise, GAME_STATE_PREFLOP, currentHand->getMyID(), myUniqueID, mySet);
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evaluation(bet, raise);
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}
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@@ -1526,7 +1526,7 @@ void LocalPlayer::flopEngine()
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}
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// debug mode
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currentHand->getLog()->debugMode_getPlayerAction(&myAction, &bet, &raise, GAME_STATE_FLOP, currentHand->getMyID(), myUniqueID, mySet);
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if(currentHand->getLog()) currentHand->getLog()->debugMode_getPlayerAction(&myAction, &bet, &raise, GAME_STATE_FLOP, currentHand->getMyID(), myUniqueID, mySet);
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evaluation(bet, raise);
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@@ -1801,7 +1801,7 @@ void LocalPlayer::turnEngine()
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}
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// debug mode
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currentHand->getLog()->debugMode_getPlayerAction(&myAction, &bet, &raise, GAME_STATE_TURN, currentHand->getMyID(), myUniqueID, mySet);
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if(currentHand->getLog()) currentHand->getLog()->debugMode_getPlayerAction(&myAction, &bet, &raise, GAME_STATE_TURN, currentHand->getMyID(), myUniqueID, mySet);
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evaluation(bet, raise);
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@@ -2062,7 +2062,7 @@ void LocalPlayer::riverEngine()
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}
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// debug mode
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currentHand->getLog()->debugMode_getPlayerAction(&myAction, &bet, &raise, GAME_STATE_RIVER, currentHand->getMyID(), myUniqueID, mySet);
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if(currentHand->getLog()) currentHand->getLog()->debugMode_getPlayerAction(&myAction, &bet, &raise, GAME_STATE_RIVER, currentHand->getMyID(), myUniqueID, mySet);
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evaluation(bet, raise);
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