Working on winner logic
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@@ -171,8 +171,26 @@ void conversationQueueFlopTurnRiver() {
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}
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}
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void conversationQueueWinnerDecide() {
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void conversationQueueWinnerDecide() {
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pokerpot_t *pot;
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pokerplayerwinning_t winners[POKER_PLAYER_COUNT_MAX];
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uint8_t winnerPlayers[POKER_PLAYER_COUNT_MAX];
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uint8_t participants[POKER_PLAYER_COUNT_MAX];
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uint8_t winnerCount, participantCount;
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QUEUE_ITEM = QUEUE_DEBUG;
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QUEUE_ITEM = QUEUE_DEBUG;
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pot = POKER_POTS + 0;
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pokerWinnerDetermineForPot(
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pot,
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winners,
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winnerPlayers,
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&winnerCount,
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participants,
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&participantCount
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);
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// BGB_printf("Winner count %u", winnerCount);
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// BGB_printf("Winner %u", winners[0]);
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// TODO: Decide on a winner for real.
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// TODO: Decide on a winner for real.
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conversationTextboxString(DEBUG_WINNER_DECIDED);
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conversationTextboxString(DEBUG_WINNER_DECIDED);
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@@ -251,7 +269,7 @@ inline void conversationQueueInit() {
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inline void conversationQueueNext() {
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inline void conversationQueueNext() {
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BGB_printf("Doing %d", QUEUE_ITEM);
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BGB_printf("Doing %d", QUEUE_ITEM);
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if(QUEUE_ITEM >= QUEUE_WINNER_DECIDE) return;
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if(QUEUE_ITEM > QUEUE_WINNER_DECIDE) return;
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if(QUEUE_CALLBACKS[QUEUE_ITEM] == NULL) return;
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if(QUEUE_CALLBACKS[QUEUE_ITEM] == NULL) return;
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QUEUE_CALLBACKS[QUEUE_ITEM]();
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QUEUE_CALLBACKS[QUEUE_ITEM]();
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}
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}
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