Add stay on table animation for inactive network players which doent leave the table. some vote kick fixes.
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@@ -850,7 +850,7 @@ static const RoundData FlopValues[] =
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#define NUM_FLOP_VALUES (sizeof(FlopValues)/sizeof(RoundData))
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LocalPlayer::LocalPlayer(ConfigFile *c, BoardInterface *b, int id, unsigned uniqueId, PlayerType type, std::string name, std::string avatar, int sC, bool aS, int mB)
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: PlayerInterface(), myConfig(c), currentHand(0), currentBoard(b), myCardsValue(0), myID(id), myUniqueID(uniqueId), myType(type), myName(name), myAvatar(avatar), myDude(0), myDude4(0), myCardsValueInt(0), myOdds(-1.0), myCash(sC), mySet(0), myLastRelativeSet(0), myAction(0), myButton(mB), myActiveStatus(aS), myTurn(0), myRoundStartCash(0), lastMoneyWon(0), sBluff(0), sBluffStatus(0)
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: PlayerInterface(), myConfig(c), currentHand(0), currentBoard(b), myCardsValue(0), myID(id), myUniqueID(uniqueId), myType(type), myName(name), myAvatar(avatar), myDude(0), myDude4(0), myCardsValueInt(0), myOdds(-1.0), myCash(sC), mySet(0), myLastRelativeSet(0), myAction(0), myButton(mB), myActiveStatus(aS), myStayOnTableStatus(1), myTurn(0), myRoundStartCash(0), lastMoneyWon(0), sBluff(0), sBluffStatus(0)
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{
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// !!!!!!!!!!!!!!!!!!!!!!!! testing !!!!!!!!!!!!!!!!!!!!!!!!
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@@ -77,6 +77,9 @@ public:
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void setMyActiveStatus(bool theValue) { myActiveStatus = theValue; }
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bool getMyActiveStatus() const { return myActiveStatus; }
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void setMyStayOnTableStatus(bool theValue) { myStayOnTableStatus = theValue; }
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bool getMyStayOnTableStatus() const { return myStayOnTableStatus; }
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void setMyCards(int* theValue) { int i; for(i=0; i<2; i++) myCards[i] = theValue[i]; }
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void getMyCards(int* theValue) const { int i; for(i=0; i<2; i++) theValue[i] = myCards[i]; }
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@@ -210,6 +213,7 @@ private:
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int myAction; // 0 = none, 1 = fold, 2 = check, 3 = call, 4 = bet, 5 = raise, 6 = allin
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int myButton; // 0 = none, 1 = dealer, 2 =small, 3 = big
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bool myActiveStatus; // 0 = inactive, 1 = active
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bool myStayOnTableStatus; // 0 = left, 1 = stay
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bool myTurn; // 0 = no, 1 = yes
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bool myCardsFlip; // 0 = cards are not fliped, 1 = cards are already flipped,
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int myRoundStartCash;
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