Calculate player numbers in a different way, so that a player number on the server can be converted to a player number on the client.
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@@ -1651,7 +1651,8 @@ ClientStateWaitHand::InternalHandlePacket(boost::shared_ptr<ClientThread> client
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if (numPlayers && seatStates && *seatStates) {
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for (int i = 0; i < (int)numPlayers; i++) {
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NetPlayerState_t *seatState = seatStates[i];
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boost::shared_ptr<PlayerInterface> tmpPlayer = client->GetGame()->getPlayerByNumber((i + client->GetOrigGuiPlayerNum()) % numPlayers);
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int numberDiff = client->GetStartData().numberOfPlayers - client->GetOrigGuiPlayerNum();
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boost::shared_ptr<PlayerInterface> tmpPlayer = client->GetGame()->getPlayerByNumber((i + numberDiff) % client->GetStartData().numberOfPlayers);
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if (!tmpPlayer)
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throw ClientException(__FILE__, __LINE__, ERR_NET_UNKNOWN_PLAYER_ID, 0);
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switch (*seatState)
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