All gui calls through guiwrapper are now thread safe.
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@@ -556,17 +556,51 @@ mainWindowImpl::mainWindowImpl(ConfigFile *c, QMainWindow *parent)
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connect ( pushButton_break, SIGNAL( clicked()), this, SLOT ( breakButtonClicked() ) ); // auch wieder starten!!!!
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//Nachrichten Thread-Save
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connect(this, SIGNAL(SignalNetClientConnect(int)), myConnectToServerDialog, SLOT(refresh(int)));
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connect(this, SIGNAL(SignalNetClientGameInfo(int)), myWaitingForServerGameDialog, SLOT(refresh(int)));
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connect(this, SIGNAL(SignalNetClientPlayerJoined(QString)), myWaitingForServerGameDialog, SLOT(addConnectedPlayer(QString)));
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connect(this, SIGNAL(SignalNetClientPlayerLeft(QString)), myWaitingForServerGameDialog, SLOT(removePlayer(QString)));
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connect(this, SIGNAL(signalRefreshSet()), this, SLOT(refreshSet()));
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connect(this, SIGNAL(signalRefreshCash()), this, SLOT(refreshCash()));
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connect(this, SIGNAL(signalRefreshAction(int, int)), this, SLOT(refreshAction(int, int)));
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connect(this, SIGNAL(signalRefreshChangePlayer()), this, SLOT(refreshChangePlayer()));
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connect(this, SIGNAL(signalRefreshPot()), this, SLOT(refreshPot()));
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connect(this, SIGNAL(signalRefreshGroupbox(int, int)), this, SLOT(refreshGroupbox(int, int)));
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connect(this, SIGNAL(signalRefreshAll()), this, SLOT(refreshAll()));
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connect(this, SIGNAL(signalRefreshPlayerName()), this, SLOT(refreshPlayerName()));
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connect(this, SIGNAL(signalMeInAction()), this, SLOT(meInAction()));
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connect(this, SIGNAL(signalDealHoleCards()), this, SLOT(dealHoleCards()));
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connect(this, SIGNAL(signalDealFlopCards0()), this, SLOT(dealFlopCards0()));
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connect(this, SIGNAL(signalDealTurnCards0()), this, SLOT(dealTurnCards0()));
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connect(this, SIGNAL(signalDealRiverCards0()), this, SLOT(dealRiverCards0()));
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connect(this, SIGNAL(signalHighlightRoundLabel(QString)), this, SLOT(highlightRoundLabel(QString)));
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connect(this, SIGNAL(signalNextPlayerAnimation()), this, SLOT(nextPlayerAnimation()));
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connect(this, SIGNAL(signalPreflopAnimation1()), this, SLOT(preflopAnimation1()));
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connect(this, SIGNAL(signalPreflopAnimation2()), this, SLOT(preflopAnimation2()));
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connect(this, SIGNAL(signalFlopAnimation1()), this, SLOT(flopAnimation1()));
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connect(this, SIGNAL(signalFlopAnimation2()), this, SLOT(flopAnimation2()));
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connect(this, SIGNAL(signalTurnAnimation1()), this, SLOT(turnAnimation1()));
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connect(this, SIGNAL(signalTurnAnimation2()), this, SLOT(turnAnimation2()));
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connect(this, SIGNAL(signalRiverAnimation1()), this, SLOT(riverAnimation1()));
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connect(this, SIGNAL(signalRiverAnimation2()), this, SLOT(riverAnimation2()));
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connect(this, SIGNAL(signalPostRiverAnimation1()), this, SLOT(postRiverAnimation1()));
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connect(this, SIGNAL(signalPostRiverRunAnimation1()), this, SLOT(postRiverRunAnimation1()));
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connect(this, SIGNAL(signalFlipHolecardsAllIn()), this, SLOT(flipHolecardsAllIn()));
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connect(this, SIGNAL(signalNextRoundCleanGui()), this, SLOT(nextRoundCleanGui()));
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connect(this, SIGNAL(signalNetClientConnect(int)), myConnectToServerDialog, SLOT(refresh(int)));
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connect(this, SIGNAL(signalNetClientGameInfo(int)), myWaitingForServerGameDialog, SLOT(refresh(int)));
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connect(this, SIGNAL(signalNetClientPlayerJoined(QString)), myWaitingForServerGameDialog, SLOT(addConnectedPlayer(QString)));
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connect(this, SIGNAL(signalNetClientPlayerLeft(QString)), myWaitingForServerGameDialog, SLOT(removePlayer(QString)));
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// Errors are handled globally, not within one dialog.
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connect(this, SIGNAL(SignalNetClientError(int, int)), this, SLOT(networkError(int, int)));
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connect(this, SIGNAL(SignalNetClientGameStart()), this, SLOT(networkStart()));
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connect(this, SIGNAL(signalNetClientError(int, int)), this, SLOT(networkError(int, int)));
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connect(this, SIGNAL(signalNetClientGameStart()), this, SLOT(networkStart()));
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connect(this, SIGNAL(SignalNetServerPlayerJoined(QString)), myStartNetworkGameDialog, SLOT(addConnectedPlayer(QString)));
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connect(this, SIGNAL(SignalNetServerPlayerLeft(QString)), myStartNetworkGameDialog, SLOT(removePlayer(QString)));
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connect(this, SIGNAL(signalNetServerPlayerJoined(QString)), myStartNetworkGameDialog, SLOT(addConnectedPlayer(QString)));
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connect(this, SIGNAL(signalNetServerPlayerLeft(QString)), myStartNetworkGameDialog, SLOT(removePlayer(QString)));
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// textBrowser_Log->append(QString::number(this->pos().x(),10)+" "+QString::number(this->pos().y(),10));
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@@ -1098,9 +1132,7 @@ void mainWindowImpl::refreshGroupbox(int playerID, int status) {
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}
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}
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void mainWindowImpl::highlightRoundLabel(string tempround) {
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QString round (QString::fromUtf8(tempround.c_str()));
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void mainWindowImpl::highlightRoundLabel(QString round) {
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// für PostRiverRun (alte Runden stehen lassen)
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if(round != "") {
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@@ -1452,7 +1484,7 @@ void mainWindowImpl::myFold(){
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currentHand->getPlayerArray()[0]->setMyTurn(0);
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//Action in LogWindow
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myLog->logPlayerActionMsg(currentHand->getPlayerArray()[0]->getMyName(), currentHand->getPlayerArray()[0]->getMyAction(), currentHand->getPlayerArray()[0]->getMySet());
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myLog->logPlayerActionMsg(QString::fromUtf8(currentHand->getPlayerArray()[0]->getMyName().c_str()), currentHand->getPlayerArray()[0]->getMyAction(), currentHand->getPlayerArray()[0]->getMySet());
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holeCardsArray[0][0]->startFadeOut(10);
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holeCardsArray[0][1]->startFadeOut(10);
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@@ -1473,7 +1505,7 @@ void mainWindowImpl::myCheck() {
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currentHand->getPlayerArray()[0]->setMyTurn(0);
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//Action in LogWindow
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myLog->logPlayerActionMsg(currentHand->getPlayerArray()[0]->getMyName(), currentHand->getPlayerArray()[0]->getMyAction(), currentHand->getPlayerArray()[0]->getMySet());
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myLog->logPlayerActionMsg(QString::fromUtf8(currentHand->getPlayerArray()[0]->getMyName().c_str()), currentHand->getPlayerArray()[0]->getMyAction(), currentHand->getPlayerArray()[0]->getMySet());
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disableMyButtons();
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@@ -1519,7 +1551,7 @@ void mainWindowImpl::myCall(){
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refreshPot();
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//Action in LogWindow
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myLog->logPlayerActionMsg(currentHand->getPlayerArray()[0]->getMyName(), currentHand->getPlayerArray()[0]->getMyAction(), currentHand->getPlayerArray()[0]->getMySet());
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myLog->logPlayerActionMsg(QString::fromUtf8(currentHand->getPlayerArray()[0]->getMyName().c_str()), currentHand->getPlayerArray()[0]->getMyAction(), currentHand->getPlayerArray()[0]->getMySet());
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disableMyButtons();
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@@ -1617,7 +1649,7 @@ void mainWindowImpl::mySet(){
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refreshPot();
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//Action in LogWindow
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myLog->logPlayerActionMsg(currentHand->getPlayerArray()[0]->getMyName(), currentHand->getPlayerArray()[0]->getMyAction(), currentHand->getPlayerArray()[0]->getMySet());
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myLog->logPlayerActionMsg(QString::fromUtf8(currentHand->getPlayerArray()[0]->getMyName().c_str()), currentHand->getPlayerArray()[0]->getMyAction(), currentHand->getPlayerArray()[0]->getMySet());
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disableMyButtons();
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@@ -1655,7 +1687,7 @@ void mainWindowImpl::myAllIn(){
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refreshPot();
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//Action in LogWindow
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myLog->logPlayerActionMsg(currentHand->getPlayerArray()[0]->getMyName(), currentHand->getPlayerArray()[0]->getMyAction(), currentHand->getPlayerArray()[0]->getMySet());
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myLog->logPlayerActionMsg(QString::fromUtf8(currentHand->getPlayerArray()[0]->getMyName().c_str()), currentHand->getPlayerArray()[0]->getMyAction(), currentHand->getPlayerArray()[0]->getMySet());
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disableMyButtons();
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@@ -1757,7 +1789,7 @@ void mainWindowImpl::postRiverRunAnimation2() {
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}
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}
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//Karten umdrehen Loggen
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myLog->logFlipHoleCardsMsg(currentHand->getPlayerArray()[i]->getMyName(), tempCardsIntArray[0], tempCardsIntArray[1], currentHand->getPlayerArray()[i]->getMyCardsValueInt());
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myLog->logFlipHoleCardsMsg(QString::fromUtf8(currentHand->getPlayerArray()[i]->getMyName().c_str()), tempCardsIntArray[0], tempCardsIntArray[1], currentHand->getPlayerArray()[i]->getMyCardsValueInt());
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currentHand->getPlayerArray()[i]->setMyCardsFlip(1);
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}
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@@ -1785,7 +1817,7 @@ void mainWindowImpl::postRiverRunAnimation2() {
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}
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}
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//Karten umdrehen Loggen
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myLog->logFlipHoleCardsMsg(currentHand->getPlayerArray()[i]->getMyName(), tempCardsIntArray[0], tempCardsIntArray[1], currentHand->getPlayerArray()[i]->getMyCardsValueInt() );
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myLog->logFlipHoleCardsMsg(QString::fromUtf8(currentHand->getPlayerArray()[i]->getMyName().c_str()), tempCardsIntArray[0], tempCardsIntArray[1], currentHand->getPlayerArray()[i]->getMyCardsValueInt() );
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currentHand->getPlayerArray()[i]->setMyCardsFlip(1);
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}
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@@ -1802,7 +1834,7 @@ void mainWindowImpl::postRiverRunAnimation2() {
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if(currentHand->getPlayerArray()[i]->getMyActiveStatus() && currentHand->getPlayerArray()[i]->getMyAction() != 1) {
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//Kartenwerte Loggen
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myLog->logFlipHoleCardsMsg(currentHand->getPlayerArray()[i]->getMyName(), tempCardsIntArray[0], tempCardsIntArray[1], currentHand->getPlayerArray()[i]->getMyCardsValueInt(), "has");
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myLog->logFlipHoleCardsMsg(QString::fromUtf8(currentHand->getPlayerArray()[i]->getMyName().c_str()), tempCardsIntArray[0], tempCardsIntArray[1], currentHand->getPlayerArray()[i]->getMyCardsValueInt(), "has");
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}
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}
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}
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@@ -2015,7 +2047,7 @@ void mainWindowImpl::flipHolecardsAllIn() {
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}
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}
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//Karten umdrehen Loggen
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myLog->logFlipHoleCardsMsg(currentHand->getPlayerArray()[i]->getMyName(), tempCardsIntArray[0], tempCardsIntArray[1]);
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myLog->logFlipHoleCardsMsg(QString::fromUtf8(currentHand->getPlayerArray()[i]->getMyName().c_str()), tempCardsIntArray[0], tempCardsIntArray[1]);
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currentHand->getPlayerArray()[i]->setMyCardsFlip(1);
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@@ -2044,7 +2076,7 @@ void mainWindowImpl::flipHolecardsAllIn() {
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}
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}
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//Karten umdrehen Loggen
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myLog->logFlipHoleCardsMsg(currentHand->getPlayerArray()[i]->getMyName(), temp2CardsIntArray[0], temp2CardsIntArray[1] );
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myLog->logFlipHoleCardsMsg(QString::fromUtf8(currentHand->getPlayerArray()[i]->getMyName().c_str()), temp2CardsIntArray[0], temp2CardsIntArray[1] );
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currentHand->getPlayerArray()[i]->setMyCardsFlip(1);
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}
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@@ -2066,7 +2098,7 @@ void mainWindowImpl::showMyCards() {
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currentHand->getPlayerArray()[0]->getMyCards(tempCardsIntArray);
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if( currentHand->getPlayerArray()[0]->getMyCardsFlip() == 0 && currentHand->getActualRound() == 4 && currentHand->getPlayerArray()[0]->getMyActiveStatus() && currentHand->getPlayerArray()[0]->getMyAction() != 1) {
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//Karten umdrehen Loggen
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myLog->logFlipHoleCardsMsg(currentHand->getPlayerArray()[0]->getMyName(), tempCardsIntArray[0], tempCardsIntArray[1], currentHand->getPlayerArray()[0]->getMyCardsValueInt() );
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myLog->logFlipHoleCardsMsg(QString::fromUtf8(currentHand->getPlayerArray()[0]->getMyName().c_str()), tempCardsIntArray[0], tempCardsIntArray[1], currentHand->getPlayerArray()[0]->getMyCardsValueInt() );
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currentHand->getPlayerArray()[0]->setMyCardsFlip(1);
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}
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