adds activePlayerList and runningPlayerList (II)
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@@ -22,7 +22,7 @@
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using namespace std;
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ClientHand::ClientHand(boost::shared_ptr<EngineFactory> f, GuiInterface *g, BoardInterface *b, std::vector<boost::shared_ptr<PlayerInterface> > sl, PlayerList apl, PlayerList rpl, int id, int sP, int aP, int dP, int sB,int sC)
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: myFactory(f), myGui(g), myBoard(b), playerArray(sl), activePlayerList(apl), runningPlayerList(rpl), myID(id), actualQuantityPlayers(aP), startQuantityPlayers(sP), dealerPosition(dP), actualRound(0),
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: myFactory(f), myGui(g), myBoard(b), playerArray(sl), activePlayerList(apl), runningPlayerList(rpl), myID(id), startQuantityPlayers(sP), dealerPosition(dP), actualRound(0),
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smallBlind(sB), startCash(sC), activePlayersCounter(aP), lastPlayersTurn(0), allInCondition(0),
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cardsShown(false), bettingRoundsPlayed(0)
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{
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@@ -54,7 +54,7 @@ ClientHand::ClientHand(boost::shared_ptr<EngineFactory> f, GuiInterface *g, Boar
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// the rest of the buttons are assigned later as received from the server.
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// Preflop, Flop, Turn und River erstellen
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myBeRo = myFactory->createBeRo(this, myID, actualQuantityPlayers, dealerPosition, smallBlind);
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myBeRo = myFactory->createBeRo(this, myID, dealerPosition, smallBlind);
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}
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@@ -131,20 +131,6 @@ ClientHand::getMyID() const
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return myID;
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}
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void
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ClientHand::setActualQuantityPlayers(int theValue)
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{
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boost::recursive_mutex::scoped_lock lock(m_syncMutex);
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actualQuantityPlayers = theValue;
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}
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int
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ClientHand::getActualQuantityPlayers() const
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{
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boost::recursive_mutex::scoped_lock lock(m_syncMutex);
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return actualQuantityPlayers;
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}
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void
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ClientHand::setStartQuantityPlayers(int theValue)
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{
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@@ -229,20 +215,6 @@ ClientHand::getStartCash() const
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return startCash;
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}
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void
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ClientHand::setActivePlayersCounter(int theValue)
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{
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boost::recursive_mutex::scoped_lock lock(m_syncMutex);
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activePlayersCounter = theValue;
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}
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int
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ClientHand::getActivePlayersCounter() const
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{
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boost::recursive_mutex::scoped_lock lock(m_syncMutex);
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return activePlayersCounter;
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}
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void
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ClientHand::setBettingRoundsPlayed(int theValue)
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{
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