First try of showing cards when everybody is all in.
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@@ -22,10 +22,10 @@
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using namespace std;
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ClientHand::ClientHand(boost::shared_ptr<EngineFactory> f, GuiInterface *g, BoardInterface *b, PlayerInterface **p, int id, int sP, int aP, int dP, int sB,int sC)
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: myFactory(f), myGui(g), myBoard(b), playerArray(p), myPreflop(0), myFlop(0), myTurn(0), myRiver(0),
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myID(id), actualQuantityPlayers(aP), startQuantityPlayers(sP), dealerPosition(dP), actualRound(0),
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smallBlind(sB), startCash(sC), activePlayersCounter(aP), lastPlayersTurn(0), allInCondition(0),
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bettingRoundsPlayed(0)
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: myFactory(f), myGui(g), myBoard(b), playerArray(p), myPreflop(0), myFlop(0), myTurn(0), myRiver(0),
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myID(id), actualQuantityPlayers(aP), startQuantityPlayers(sP), dealerPosition(dP), actualRound(0),
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smallBlind(sB), startCash(sC), activePlayersCounter(aP), lastPlayersTurn(0), allInCondition(0),
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cardsShown(false), bettingRoundsPlayed(0)
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{
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int i;
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lastPlayersTurn = 0;
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@@ -37,7 +37,7 @@ ClientHand::ClientHand(boost::shared_ptr<EngineFactory> f, GuiInterface *g, Boar
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if(playerArray[i]->getMyActiveStatus() != 0) {
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playerArray[i]->setHand(this);
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}
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// myFlipCards auf 0 setzen
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// myFlipCards auf 0 setzen
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playerArray[i]->setMyCardsFlip(0, 0);
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}
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@@ -77,10 +77,10 @@ void
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ClientHand::switchRounds()
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{
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// update active players counter.
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activePlayersCounter = 0;
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for (int i = 0; i < MAX_NUMBER_OF_PLAYERS; i++) {
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if (playerArray[i]->getMyAction() != 1 && playerArray[i]->getMyActiveStatus() == 1) activePlayersCounter++;
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}
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activePlayersCounter = 0;
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for (int i = 0; i < MAX_NUMBER_OF_PLAYERS; i++) {
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if (playerArray[i]->getMyAction() != 1 && playerArray[i]->getMyActiveStatus() == 1) activePlayersCounter++;
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}
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}
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