BeRo refactoring
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@@ -30,45 +30,6 @@ public:
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LocalBeRoTurn(HandInterface*, int, int, int, int);
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~LocalBeRoTurn();
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void setPlayersTurn(int theValue) { playersTurn = theValue; }
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int getPlayersTurn() const { return playersTurn; }
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void setHighestSet(int theValue) { highestSet = theValue; }
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int getHighestSet() const { return highestSet;}
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void setFirstTurnRound(bool theValue) { firstTurnRound = theValue;}
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bool getFirstTurnRound() const { return firstTurnRound;}
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void setSmallBlindPosition(int theValue) { smallBlindPosition = theValue;}
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int getSmallBlindPosition() const { return smallBlindPosition; }
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void setSmallBlind(int theValue) { smallBlind = theValue; }
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int getSmallBlind() const { return smallBlind; }
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void resetFirstRun() { firstTurnRun = false; }
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void nextPlayer2();
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void run();
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private:
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HandInterface *myHand;
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int myID;
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int actualQuantityPlayers;
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int dealerPosition;
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int smallBlindPosition;
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int smallBlind;
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int highestSet;
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bool firstTurnRun;
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bool firstTurnRound;
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bool firstHeadsUpTurnRound;
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int playersTurn;
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bool logBoardCardsDone;
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};
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#endif
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