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nextTurn cleanup -> fixed the bug that the game would begin with active player 0 even if there is no player 0
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@@ -76,6 +76,7 @@ public:
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int getActivePhase() const { return activePhase; }
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void setActivePlayer(int _activePlayer);
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void setActivePhase(int _activePhase);
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void nextTurn();
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QList<ServerInfo_Player *> getGameState(Server_Player *playerWhosAsking) const;
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void sendGameEvent(GameEvent *event, GameEventContext *context = 0, Server_Player *exclude = 0);
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