establishing new parameter roundBeforePostRiver; deleting needless parameter bettingRoundsPlayed
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@@ -30,8 +30,8 @@
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using namespace std;
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LocalHand::LocalHand(boost::shared_ptr<EngineFactory> f, GuiInterface *g, boost::shared_ptr<BoardInterface> b, Log *l, PlayerList sl, PlayerList apl, PlayerList rpl, int id, int sP, unsigned dP, int sB,int sC)
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: myFactory(f), myGui(g), myBoard(b), myLog(l), seatsList(sl), activePlayerList(apl), runningPlayerList(rpl), myBeRo(0), myID(id), startQuantityPlayers(sP), dealerPosition(dP), smallBlindPosition(dP), bigBlindPosition(dP), currentRound(GAME_STATE_PREFLOP), smallBlind(sB), startCash(sC), previousPlayerID(-1), lastActionPlayerID(0), allInCondition(false),
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cardsShown(false), bettingRoundsPlayed(0)
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: myFactory(f), myGui(g), myBoard(b), myLog(l), seatsList(sl), activePlayerList(apl), runningPlayerList(rpl), myBeRo(0), myID(id), startQuantityPlayers(sP), dealerPosition(dP), smallBlindPosition(dP), bigBlindPosition(dP), currentRound(GAME_STATE_PREFLOP), roundBeforePostRiver(GAME_STATE_PREFLOP), smallBlind(sB), startCash(sC), previousPlayerID(-1), lastActionPlayerID(0), allInCondition(false),
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cardsShown(false)
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{
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int i, j, k;
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@@ -656,40 +656,34 @@ void LocalHand::switchRounds()
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myGui->refreshGameLabels((GameState)getCurrentRound());
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if(currentRound < GAME_STATE_POST_RIVER) {
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roundBeforePostRiver = currentRound;
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}
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switch(currentRound) {
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case 0: {
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// start preflop
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case GAME_STATE_PREFLOP: {
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myGui->preflopAnimation1();
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}
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break;
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case 1: {
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// start flop
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case GAME_STATE_FLOP: {
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myGui->flopAnimation1();
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}
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break;
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case 2: {
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// start turn
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case GAME_STATE_TURN: {
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myGui->turnAnimation1();
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}
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break;
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case 3: {
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// start river
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case GAME_STATE_RIVER: {
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myGui->riverAnimation1();
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}
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break;
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case 4: {
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// start post river
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case GAME_STATE_POST_RIVER: {
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myGui->postRiverAnimation1();
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}
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break;
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default:
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{}
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}
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}
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