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GameHandler now uses GameConnectionID instead of connection pointers
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@@ -321,19 +321,6 @@ void GameStatePackVisitor::visitPlayerEndsGame(PlayerEndsGame & pack)
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gs.actingPlayers.erase(pack.player);
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}
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void GameStatePackVisitor::visitPlayerReinitInterface(PlayerReinitInterface & pack)
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{
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if(!gs.getStartInfo())
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return;
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//TODO: what does mean if more that one player connected?
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if(pack.playerConnectionId == PlayerSettings::PLAYER_AI)
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{
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for(const auto & player : pack.players)
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gs.getStartInfo()->getIthPlayersSettings(player).connectedPlayerIDs.clear();
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}
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}
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void GameStatePackVisitor::visitRemoveBonus(RemoveBonus & pack)
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{
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CBonusSystemNode *node = nullptr;
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