another way to initialize stayOnTableStatus for player-objects
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@@ -48,9 +48,9 @@ ClientEngineFactory::createBoard(unsigned dp)
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}
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boost::shared_ptr<PlayerInterface>
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ClientEngineFactory::createPlayer(int id, unsigned uniqueId, PlayerType type, std::string name, std::string avatar, int sC, bool aS, int mB)
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ClientEngineFactory::createPlayer(int id, unsigned uniqueId, PlayerType type, std::string name, std::string avatar, int sC, bool aS, bool sotS, int mB)
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{
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return boost::shared_ptr<PlayerInterface>(new ClientPlayer(NULL, id, uniqueId, type, name, avatar, sC, aS, mB));
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return boost::shared_ptr<PlayerInterface>(new ClientPlayer(NULL, id, uniqueId, type, name, avatar, sC, aS, sotS, mB));
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}
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std::vector<boost::shared_ptr<BeRoInterface> >
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@@ -40,7 +40,7 @@ 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);
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virtual boost::shared_ptr<BoardInterface> createBoard(unsigned dp);
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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);
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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);
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virtual std::vector<boost::shared_ptr<BeRoInterface> > createBeRo(HandInterface *hi, unsigned dP, int sB);
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};
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@@ -22,10 +22,10 @@
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using namespace std;
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ClientPlayer::ClientPlayer(ConfigFile *c, int id, unsigned uniqueId, PlayerType type, std::string name, std::string avatar, int sC, bool aS, int mB)
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ClientPlayer::ClientPlayer(ConfigFile *c, int id, unsigned uniqueId, PlayerType type, std::string name, std::string avatar, int sC, bool aS, bool sotS, int mB)
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: PlayerInterface(), myConfig(c), currentHand(0), myID(id), myUniqueID(uniqueId), myType(type),
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myName(name), myAvatar(avatar), myDude(0), myDude4(0), myCardsValueInt(0), myOdds(-1.0), logHoleCardsDone(false), myCash(sC), mySet(0), myLastRelativeSet(0),
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myAction(PLAYER_ACTION_NONE), myButton(mB), myActiveStatus(aS), myStayOnTableStatus(true), myTurn(false), myCardsFlip(false), myRoundStartCash(0),
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myAction(PLAYER_ACTION_NONE), myButton(mB), myActiveStatus(aS), myStayOnTableStatus(sotS), myTurn(false), myCardsFlip(false), myRoundStartCash(0),
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lastMoneyWon(0), sBluff(0), sBluffStatus(false), m_isSessionActive(false), m_isKicked(false)
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{
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myBestHandPosition[0] = myBestHandPosition[1] = myBestHandPosition[2] = myBestHandPosition[3] = myBestHandPosition[4] = 0;
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@@ -31,7 +31,7 @@ class HandInterface;
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class ClientPlayer : public PlayerInterface
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{
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public:
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ClientPlayer(ConfigFile*, int id, unsigned uniqueId, PlayerType type, std::string name, std::string avatar, int sC, bool aS, int mB);
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ClientPlayer(ConfigFile*, int id, unsigned uniqueId, PlayerType type, std::string name, std::string avatar, int sC, bool aS, bool sotS, int mB);
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~ClientPlayer();
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void setHand(HandInterface *);
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