another way to initialize stayOnTableStatus for player-objects
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@@ -33,7 +33,7 @@ public:
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virtual boost::shared_ptr<HandInterface> createHand(boost::shared_ptr<EngineFactory> f, GuiInterface *g, boost::shared_ptr<BoardInterface> b, Log *l, PlayerList sl, PlayerList apl, PlayerList rpl, int id, int sP, int dP, int sB,int sC) =0;
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virtual boost::shared_ptr<BoardInterface> createBoard(unsigned dp) =0;
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virtual boost::shared_ptr<PlayerInterface> createPlayer(int id, unsigned uniqueId, PlayerType type, std::string name, std::string avatar, int sC, bool aS, int mB) =0;
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virtual boost::shared_ptr<PlayerInterface> createPlayer(int id, unsigned uniqueId, PlayerType type, std::string name, std::string avatar, int sC, bool aS, bool sotS, int mB) =0;
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virtual std::vector<boost::shared_ptr<BeRoInterface> > createBeRo(HandInterface *hi, unsigned dP, int sB) =0;
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};
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