Logging in network games should work now.
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@@ -56,7 +56,7 @@ public:
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void setMyCash(int theValue) { myCash = theValue; }
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int getMyCash() const { return myCash; }
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void setMySet(int theValue) { myLastRelativeSet = theValue; mySet += theValue; myCash -= theValue; }
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void setMySet(int theValue) { myLastRelativeSet = theValue; }
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void setMySetAbsolute(int theValue) { mySet = theValue; }
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void setMySetNull() { mySet = 0; myLastRelativeSet = 0; }
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int getMySet() const { return mySet;}
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@@ -77,8 +77,22 @@ public:
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void setMyTurn(bool theValue){ myTurn = theValue;}
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bool getMyTurn() const{ return myTurn;}
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void setMyCardsFlip(bool theValue, int state){ myCardsFlip = theValue;}
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bool getMyCardsFlip() const{ return myCardsFlip;}
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void setMyCardsFlip(bool theValue, int state){
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myCardsFlip = theValue;
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// log flipping cards
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if(myCardsFlip) {
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switch(state) {
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case 1: actualHand->getGuiInterface()->logFlipHoleCardsMsg(myName, myCards[0], myCards[1], myCardsValueInt);
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break;
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case 2: actualHand->getGuiInterface()->logFlipHoleCardsMsg(myName, myCards[0], myCards[1]);
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break;
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case 3: actualHand->getGuiInterface()->logFlipHoleCardsMsg(myName, myCards[0], myCards[1], myCardsValueInt, "has");
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break;
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default: ;
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}
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}
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}
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bool getMyCardsFlip() const{ return myCardsFlip;}
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void setMyCardsValueInt(int theValue) { myCardsValueInt = theValue;}
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int getMyCardsValueInt() const { return myCardsValueInt; }
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@@ -112,8 +126,11 @@ public:
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void setSBluffStatus ( bool theValue ) { sBluffStatus = theValue; }
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bool getSBluffStatus() const { return sBluffStatus; }
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void setMyWinnerState ( bool theValue, int pot ) { myWinnerState = theValue; }
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bool getMyWinnerState() const { return myWinnerState;}
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void setMyWinnerState ( bool theValue, int pot ) {
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myWinnerState = theValue;
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if(theValue) actualHand->getGuiInterface()->logPlayerWinsMsg(myID, pot);
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}
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bool getMyWinnerState() const { return myWinnerState;}
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void action();
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