Changed networking code for new postRiverRun.
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@@ -33,6 +33,8 @@ LocalBeRoPostRiver::~LocalBeRoPostRiver()
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{
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{
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}
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}
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void LocalBeRoPostRiver::run() {
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}
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void LocalBeRoPostRiver::postRiverRun() {
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void LocalBeRoPostRiver::postRiverRun() {
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@@ -34,6 +34,8 @@ public:
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void setHighestCardsValue(int theValue) { highestCardsValue = theValue;}
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void setHighestCardsValue(int theValue) { highestCardsValue = theValue;}
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int getHighestCardsValue() const { return highestCardsValue;}
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int getHighestCardsValue() const { return highestCardsValue;}
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void run();
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void postRiverRun();
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void postRiverRun();
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void distributePot();
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void distributePot();
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@@ -514,7 +514,7 @@ ServerGameStateStartRound::Process(ServerGameThread &server)
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// Main game loop.
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// Main game loop.
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int curRound = curGame.getCurrentHand()->getActualRound();
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int curRound = curGame.getCurrentHand()->getActualRound();
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curGame.getCurrentHand()->switchRounds();
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curGame.getCurrentHand()->switchRounds();
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if (!curGame.getCurrentHand()->getAllInCondition() && curGame.getCurrentHand()->getActualRound() != GAME_STATE_POST_RIVER)
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if (!curGame.getCurrentHand()->getAllInCondition())
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curGame.getCurrentHand()->getCurrentBeRo()->run();
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curGame.getCurrentHand()->getCurrentBeRo()->run();
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int newRound = curGame.getCurrentHand()->getActualRound();
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int newRound = curGame.getCurrentHand()->getActualRound();
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@@ -590,7 +590,7 @@ ServerGameStateStartRound::Process(ServerGameThread &server)
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else // hand is over
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else // hand is over
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{
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{
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// Engine will find out who won.
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// Engine will find out who won.
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curGame.getCurrentHand()->getCurrentBeRo()->run();
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curGame.getCurrentHand()->getCurrentBeRo()->postRiverRun();
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// Retrieve active players. If only one player is left, no cards are shown.
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// Retrieve active players. If only one player is left, no cards are shown.
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std::list<boost::shared_ptr<PlayerInterface> > activePlayers = GetActivePlayers(curGame);
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std::list<boost::shared_ptr<PlayerInterface> > activePlayers = GetActivePlayers(curGame);
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