-
-
-#if 0
- DrawBoard(&painter, rcUpdate);
-
- // Draw the "loose" cards....
-
- if (hitStack)
- {
- for(int i=stackStart.y(); i<19; i++)
- {
- int card = solBoard[stackStart.x()][i];
-
- if (card != -1)
- {
- if (solBoard[stackStart.x()][i + 1] == -1) // Draw full card
- cdtDraw(&painter, stackPos.x(), stackPos.y() + ((i - stackStart.y()) * 18),
- myDeck.GetCardAtPos(card), FACEUP);
- else // Draw partial card
- cdtDraw(&painter, stackPos.x(), stackPos.y() + ((i - stackStart.y()) * 18),
- myDeck.GetCardAtPos(card), FACEUP, 20);
- }
- }
- }
-
- if (hitDiscard)
- cdtDraw(&painter, stackPos.x(), stackPos.y(), myDeck.GetCardAtPos(stack2[stack2p]),
- FACEUP);
-
- if (nHitAce != 0)
- cdtDraw(&painter, stackPos.x(), stackPos.y(), nAce[nHitAce - 1], FACEUP);
-
- if (m_bFreeCard) // For card animations...
- {
- for(SCardInfo * pCard=m_pFirstCard; pCard; pCard=pCard->pNext)
- cdtDraw(&painter, pCard->nXPos, pCard->nYPos, pCard->nCard, FACEUP);
- }
-#endif