adds activePlayerList and runningPlayerList (II)
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@@ -13,8 +13,8 @@
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using namespace std;
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LocalBeRo::LocalBeRo(HandInterface* hi, int id, int qP, int dP, int sB, GameState gS)
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: BeRoInterface(), myHand(hi), myBeRoID(gS), myID(id), actualQuantityPlayers(qP), dealerPosition(dP), smallBlindPosition(0), smallBlind(sB), highestSet(0), minimumRaise(2*sB), firstRun(1), firstRound(1), firstHeadsUpRound(1), playersTurn(dP), logBoardCardsDone(0)
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LocalBeRo::LocalBeRo(HandInterface* hi, int id, int dP, int sB, GameState gS)
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: BeRoInterface(), myHand(hi), myBeRoID(gS), myID(id), dealerPosition(dP), smallBlindPosition(0), smallBlind(sB), highestSet(0), minimumRaise(2*sB), firstRun(1), firstRound(1), firstHeadsUpRound(1), playersTurn(dP), logBoardCardsDone(0)
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{
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int i;
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@@ -145,8 +145,8 @@ void LocalBeRo::run() {
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// wenn wir letzter aktiver Spieler vor SmallBlind sind, dann flopFirstRound zuende
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// ausnahme bei heads up !!! --> TODO
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if(myHand->getPlayerArray()[playersTurn]->getMyID() == activePlayerBeforeSmallBlind && myHand->getActualQuantityPlayers() >= 3) { firstRound = 0; }
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if(myHand->getActualQuantityPlayers() < 3 && (myHand->getPlayerArray()[playersTurn]->getMyID() == dealerPosition || myHand->getPlayerArray()[playersTurn]->getMyID() == smallBlindPosition)) { firstRound = 0; }
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if(myHand->getPlayerArray()[playersTurn]->getMyID() == activePlayerBeforeSmallBlind && myHand->getActivePlayerList().size() >= 3) { firstRound = 0; }
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if(myHand->getActivePlayerList().size() < 3 && (myHand->getPlayerArray()[playersTurn]->getMyID() == dealerPosition || myHand->getPlayerArray()[playersTurn]->getMyID() == smallBlindPosition)) { firstRound = 0; }
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if(playersTurn == 0) {
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// Wir sind dran
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