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@@ -74,8 +74,11 @@ LocalHand::LocalHand(EngineFactory *f, GuiInterface *g, BoardInterface *b, Playe
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// Karten austeilen
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myGui->dealHoleCards();
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// myFlipCards auf 0 setzen
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for(i=0; i<actualQuantityPlayers; i++) {
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playerArray[i]->setMyCardsFlip(0);
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}
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// Preflop, Flop, Turn und River erstellen
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myPreflop = myFactory->createPreflop(this, myID, actualQuantityPlayers, dealerPosition, smallBlind);
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@@ -71,6 +71,9 @@ public:
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void setMyTurn(bool theValue){ myTurn = theValue;}
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bool getMyTurn() const{ return myTurn;}
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void setMyCardsFlip(bool theValue){ myCardsFlip = theValue;}
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bool getMyCardsFlip() const{ return myCardsFlip;}
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void setMyCardsValueInt(const int& theValue) { myCardsValueInt = theValue;}
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int getMyCardsValueInt() const { return myCardsValueInt; }
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@@ -88,10 +91,6 @@ public:
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void flopEngine();
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void turnEngine();
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void riverEngine();
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private:
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@@ -116,6 +115,7 @@ private:
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int myButton; // 0 = none, 1 = dealer, 2 =small, 3 = big
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bool myActiveStatus; // 0 = inactive, 1 = active
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bool myTurn; // 0 = no, 1 = yes
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bool myCardsFlip; // 0 = cards are not fliped, 1 = cards are already flipped,
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int myRoundStartCash;
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int myAverageSets;
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@@ -60,6 +60,9 @@ public:
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virtual void setMyTurn(bool theValue) =0;
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virtual bool getMyTurn() const =0;
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virtual void setMyCardsFlip(bool theValue) =0;
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virtual bool getMyCardsFlip() const =0;
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virtual void setMyCardsValueInt(const int& theValue) =0;
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virtual int getMyCardsValueInt() const =0;
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