bugfix: showing ai cards
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@@ -813,7 +813,7 @@ void mainWindowImpl::startNewLocalGame(newGameDialogImpl *v) {
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startData.numberOfPlayers = gameData.maxNumberOfPlayers;
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Tools::getRandNumber(0, startData.numberOfPlayers-1, 1, &tmpDealerPos, 0);
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if(DEBUG_MODE) {
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tmpDealerPos = 3;
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tmpDealerPos = 1;
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}
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startData.startDealerPlayerId = static_cast<unsigned>(tmpDealerPos);
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@@ -2566,10 +2566,10 @@ void mainWindowImpl::postRiverRunAnimation2() {
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int j;
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for (it_c=currentHand->getActivePlayerList()->begin(); it_c!=currentHand->getActivePlayerList()->end(); it_c++) {
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for (it_c=currentHand->getActivePlayerList()->begin(); it_c!=currentHand->getActivePlayerList()->end(); it_c++) {
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(*it_c)->getMyCards(tempCardsIntArray);
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if((*it_c)->getMyAction() != PLAYER_ACTION_FOLD) {
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if((*it_c)->getMyAction() || ((*it_c)->getMyAction()==0 && myConfig->readConfigInt("AntiPeekMode")) ) {
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if((*it_c)->getMyID() || ((*it_c)->getMyID()==0 && myConfig->readConfigInt("AntiPeekMode")) ) {
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for(j=0; j<2; j++) {
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holeCardsArray[(*it_c)->getMyID()][j]->startFlipCards(guiGameSpeed, QPixmap(myAppDataPath +"gfx/cards/default/"+QString::number(tempCardsIntArray[j], 10)+".png"), flipside);
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