bugfix: inactive player with 0$ all in
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@@ -24,6 +24,8 @@ LocalBeRo::LocalBeRo(HandInterface* hi, int id, int qP, int dP, int sB, GameStat
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if (myHand->getPlayerArray()[i]->getMyButton() == 2) smallBlindPosition = i;
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}
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cout << smallBlindPosition << endl;
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}
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@@ -115,7 +117,7 @@ void LocalBeRo::run() {
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// naechsten Spieler ermitteln
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int i;
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for(i=0; (i<MAX_NUMBER_OF_PLAYERS && !(myHand->getPlayerArray()[playersTurn]->getMyActiveStatus()) || (myHand->getPlayerArray()[playersTurn]->getMyAction())==1 || (myHand->getPlayerArray()[playersTurn]->getMyAction())==6) || i==0; i++) {
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for(i=0; (i<MAX_NUMBER_OF_PLAYERS && ((myHand->getPlayerArray()[playersTurn]->getMyActiveStatus()) == 0 || (myHand->getPlayerArray()[playersTurn]->getMyAction())==1 || (myHand->getPlayerArray()[playersTurn]->getMyAction())==6)) || i==0; i++) {
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playersTurn = (playersTurn+1)%(MAX_NUMBER_OF_PLAYERS);
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}
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firstHeadsUpRound = 0;
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@@ -138,7 +140,9 @@ void LocalBeRo::run() {
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myHand->getGuiInterface()->refreshAction(playersTurn,0);
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// wenn wir letzter aktiver Spieler vor SmallBlind sind, dann flopFirstRound zuende
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if(myHand->getPlayerArray()[playersTurn]->getMyID() == activePlayerBeforeSmallBlind) { firstRound = 0; }
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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(playersTurn == 0) {
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// Wir sind dran
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