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| 1 | //drawPayouts is where the results are stored. drawArray is where all condenced hands, plus their weight are stored. | |
| 2 | void LoopCondencedHands() {
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| 3 | for (int i = 0; i < drawPayouts.Length; i++) | |
| 4 | {
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| 5 | //Five cards | |
| 6 | drawPayouts[i][array0[HandIndex5(drawArray[i])]]++; | |
| 7 | ||
| 8 | //Four Cards | |
| 9 | //Use array1[0] because all lengths are the same. | |
| 10 | for (int j = 0; j < array1[0].Length; j++) | |
| 11 | {
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| 12 | //Check all five ways of playing four cards. | |
| 13 | //Use "* drawArray[i][5]" to count the weight. | |
| 14 | - | drawPayouts[i][j] += (array1[j][HandIndex4(drawArray[i][0], drawArray[i][1], drawArray[i][2], drawArray[i][3])] * drawArray[i][5]); |
| 14 | + | drawPayouts[i][j] += array1[j][HandIndex4(drawArray[i][0], drawArray[i][1], drawArray[i][2], drawArray[i][3])] * drawArray[i][5]; |
| 15 | drawPayouts[i][j] += array1[j][HandIndex4(drawArray[i][0], drawArray[i][1], drawArray[i][2], drawArray[i][4])] * drawArray[i][5]; | |
| 16 | drawPayouts[i][j] += array1[j][HandIndex4(drawArray[i][4], drawArray[i][1], drawArray[i][2], drawArray[i][3])] * drawArray[i][5]; | |
| 17 | drawPayouts[i][j] += array1[j][HandIndex4(drawArray[i][0], drawArray[i][4], drawArray[i][2], drawArray[i][3])] * drawArray[i][5]; | |
| 18 | drawPayouts[i][j] += array1[j][HandIndex4(drawArray[i][0], drawArray[i][1], drawArray[i][4], drawArray[i][3])] * drawArray[i][5]; | |
| 19 | //If this is the value of holding all five cards, subtract one. | |
| 20 | if (array0[HandIndex5(drawArray[i])] == j) | |
| 21 | { drawPayouts[i][j]--; }
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| 22 | } | |
| 23 | ||
| 24 | for (int j = 0; j < array2[0].Length; j++) | |
| 25 | {
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| 26 | drawPayouts[i][j] += array2[j][HandIndex3(drawArray[i][0], drawArray[i][1], drawArray[i][2])] * drawArray[i][5]; | |
| 27 | drawPayouts[i][j] -= array1[j][HandIndex4(drawArray[i][0], drawArray[i][1], drawArray[i][2], drawArray[i][3])] * drawArray[i][5]; | |
| 28 | drawPayouts[i][j] -= array1[j][HandIndex4(drawArray[i][0], drawArray[i][1], drawArray[i][2], drawArray[i][4])] * drawArray[i][5]; | |
| 29 | ||
| 30 | drawPayouts[i][j] += array2[j][HandIndex3(drawArray[i][0], drawArray[i][1], drawArray[i][3])] * drawArray[i][5]; | |
| 31 | drawPayouts[i][j] -= array1[j][HandIndex4(drawArray[i][0], drawArray[i][1], drawArray[i][2], drawArray[i][3])] * drawArray[i][5]; | |
| 32 | drawPayouts[i][j] -= array1[j][HandIndex4(drawArray[i][0], drawArray[i][1], drawArray[i][4], drawArray[i][3])] * drawArray[i][5]; | |
| 33 | ||
| 34 | drawPayouts[i][j] += array2[j][HandIndex3(drawArray[i][0], drawArray[i][1], drawArray[i][4])] * drawArray[i][5]; | |
| 35 | drawPayouts[i][j] -= array1[j][HandIndex4(drawArray[i][0], drawArray[i][1], drawArray[i][2], drawArray[i][4])] * drawArray[i][5]; | |
| 36 | drawPayouts[i][j] -= array1[j][HandIndex4(drawArray[i][0], drawArray[i][1], drawArray[i][4], drawArray[i][3])] * drawArray[i][5]; | |
| 37 | ||
| 38 | drawPayouts[i][j] += array2[j][HandIndex3(drawArray[i][3], drawArray[i][1], drawArray[i][2])] * drawArray[i][5]; | |
| 39 | drawPayouts[i][j] -= array1[j][HandIndex4(drawArray[i][0], drawArray[i][1], drawArray[i][2], drawArray[i][3])] * drawArray[i][5]; | |
| 40 | drawPayouts[i][j] -= array1[j][HandIndex4(drawArray[i][4], drawArray[i][1], drawArray[i][2], drawArray[i][3])] * drawArray[i][5]; | |
| 41 | ||
| 42 | drawPayouts[i][j] += array2[j][HandIndex3(drawArray[i][4], drawArray[i][1], drawArray[i][2])] * drawArray[i][5]; | |
| 43 | drawPayouts[i][j] -= array1[j][HandIndex4(drawArray[i][0], drawArray[i][1], drawArray[i][2], drawArray[i][4])] * drawArray[i][5]; | |
| 44 | drawPayouts[i][j] -= array1[j][HandIndex4(drawArray[i][4], drawArray[i][1], drawArray[i][2], drawArray[i][3])] * drawArray[i][5]; | |
| 45 | ||
| 46 | drawPayouts[i][j] += array2[j][HandIndex3(drawArray[i][0], drawArray[i][3], drawArray[i][2])] * drawArray[i][5]; | |
| 47 | drawPayouts[i][j] -= array1[j][HandIndex4(drawArray[i][0], drawArray[i][1], drawArray[i][2], drawArray[i][3])] * drawArray[i][5]; | |
| 48 | drawPayouts[i][j] -= array1[j][HandIndex4(drawArray[i][0], drawArray[i][4], drawArray[i][2], drawArray[i][3])] * drawArray[i][5]; | |
| 49 | ||
| 50 | drawPayouts[i][j] += array2[j][HandIndex3(drawArray[i][0], drawArray[i][4], drawArray[i][2])] * drawArray[i][5]; | |
| 51 | drawPayouts[i][j] -= array1[j][HandIndex4(drawArray[i][0], drawArray[i][1], drawArray[i][2], drawArray[i][4])] * drawArray[i][5]; | |
| 52 | drawPayouts[i][j] -= array1[j][HandIndex4(drawArray[i][0], drawArray[i][4], drawArray[i][2], drawArray[i][3])] * drawArray[i][5]; | |
| 53 | ||
| 54 | drawPayouts[i][j] += array2[j][HandIndex3(drawArray[i][0], drawArray[i][3], drawArray[i][4])] * drawArray[i][5]; | |
| 55 | drawPayouts[i][j] -= array1[j][HandIndex4(drawArray[i][0], drawArray[i][4], drawArray[i][2], drawArray[i][3])] * drawArray[i][5]; | |
| 56 | drawPayouts[i][j] -= array1[j][HandIndex4(drawArray[i][0], drawArray[i][1], drawArray[i][4], drawArray[i][3])] * drawArray[i][5]; | |
| 57 | ||
| 58 | drawPayouts[i][j] += array2[j][HandIndex3(drawArray[i][3], drawArray[i][1], drawArray[i][4])] * drawArray[i][5]; | |
| 59 | drawPayouts[i][j] -= array1[j][HandIndex4(drawArray[i][4], drawArray[i][1], drawArray[i][2], drawArray[i][3])] * drawArray[i][5]; | |
| 60 | drawPayouts[i][j] -= array1[j][HandIndex4(drawArray[i][0], drawArray[i][1], drawArray[i][4], drawArray[i][3])] * drawArray[i][5]; | |
| 61 | ||
| 62 | drawPayouts[i][j] += array2[j][HandIndex3(drawArray[i][2], drawArray[i][3], drawArray[i][4])] * drawArray[i][5]; | |
| 63 | drawPayouts[i][j] -= array1[j][HandIndex4(drawArray[i][4], drawArray[i][1], drawArray[i][2], drawArray[i][3])] * drawArray[i][5]; | |
| 64 | drawPayouts[i][j] -= array1[j][HandIndex4(drawArray[i][0], drawArray[i][4], drawArray[i][2], drawArray[i][3])] * drawArray[i][5]; | |
| 65 | ||
| 66 | if (array0[HandIndex5(drawArray[i])] == j) | |
| 67 | { drawPayouts[i][j]++; }
| |
| 68 | } | |
| 69 | } | |
| 70 | } |