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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