playerbuttons hand after get incative bugfix
logDealBoardCards now in engine
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@@ -24,7 +24,7 @@
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//using namespace std;
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LocalTurn::LocalTurn(HandInterface* bR, int id, int qP, int dP, int sB) : TurnInterface(), myHand(bR), myID(id), actualQuantityPlayers(qP), dealerPosition(dP), smallBlindPosition(0), smallBlind(sB), highestSet(0), firstTurnRun(1), firstTurnRound(1), firstHeadsUpTurnRound(1), playersTurn(dP)
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LocalTurn::LocalTurn(HandInterface* bR, int id, int qP, int dP, int sB) : TurnInterface(), myHand(bR), myID(id), actualQuantityPlayers(qP), dealerPosition(dP), smallBlindPosition(0), smallBlind(sB), highestSet(0), firstTurnRun(1), firstTurnRound(1), firstHeadsUpTurnRound(1), playersTurn(dP), logBoardCardsDone(0)
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{ int i;
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@@ -52,6 +52,15 @@ void LocalTurn::turnRun() {
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}
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else {
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//log the turned cards
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if(!logBoardCardsDone) {
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int tempBoardCardsArray[5];
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myHand->getBoard()->getMyCards(tempBoardCardsArray);
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myHand->getGuiInterface()->logDealBoardCardsMsg(2, tempBoardCardsArray[0], tempBoardCardsArray[1], tempBoardCardsArray[2], tempBoardCardsArray[3]);
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logBoardCardsDone = 1;
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}
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bool allHighestSet = 1;
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// prfe, ob alle Sets gleich sind ( falls nicht, dann allHighestSet = 0 )
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