Fix resetting action too early in network client.
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@@ -691,10 +691,7 @@ ClientStateRunHand::InternalProcess(ClientThread &client, boost::shared_ptr<NetP
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// Reset player actions
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// Reset player actions
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for (int i = 0; i < MAX_NUMBER_OF_PLAYERS; i++)
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for (int i = 0; i < MAX_NUMBER_OF_PLAYERS; i++)
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{
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curGame->getPlayerArray()[i]->setMyAction(0);
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curGame->getPlayerArray()[i]->setMySetNull();
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curGame->getPlayerArray()[i]->setMySetNull();
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}
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// Wait for next Hand.
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// Wait for next Hand.
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client.SetState(ClientStateWaitHand::Instance());
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client.SetState(ClientStateWaitHand::Instance());
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retVal = MSG_NET_GAME_SERVER_HAND_END;
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retVal = MSG_NET_GAME_SERVER_HAND_END;
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@@ -734,10 +731,7 @@ ClientStateRunHand::InternalProcess(ClientThread &client, boost::shared_ptr<NetP
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// Reset player sets
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// Reset player sets
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for (int i = 0; i < MAX_NUMBER_OF_PLAYERS; i++)
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for (int i = 0; i < MAX_NUMBER_OF_PLAYERS; i++)
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{
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curGame->getPlayerArray()[i]->setMyAction(0);
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curGame->getPlayerArray()[i]->setMySetNull();
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curGame->getPlayerArray()[i]->setMySetNull();
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}
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// Wait for next Hand.
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// Wait for next Hand.
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client.SetState(ClientStateWaitHand::Instance());
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client.SetState(ClientStateWaitHand::Instance());
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retVal = MSG_NET_GAME_SERVER_HAND_END;
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retVal = MSG_NET_GAME_SERVER_HAND_END;
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