void console_fireworks(char *args[], int numArgs, bool adminConsole, short NetworkID) { Player* p = instances[0].AccessPlayer(NetworkID); /* Cheap Fireworks pck.Add(p->AASetGenericValue(0x11, 0x511, NetworkID)); pck.Add(p->AASetGenericValue(0x11, 0x512, NetworkID)); pck.Add(p->AASetGenericValue(0x11, 0x4e, NetworkID));*/ CompiledPacket pck; NetMessage s; s.ID=NetworkID; int waittime = 0; pck.Add(p->AASetGenericValue(0x11, 0x50f, NetworkID)); pck.Add(p->AASetGenericValue(0x11, 0x50e, NetworkID)); pck.Add(p->AASetGenericValue(0x11, 0x517, NetworkID)); s.data=pck.GetString(&s.dataSize); GameServer->SendData(&s); if(true){hash_map::iterator cycleItr;for(cycleItr=instances[0].agents.begin(); cycleItr!=instances[0].agents.end(); cycleItr++){Player *cont=(Player*)cycleItr->second.Controller;if(cont!=NULL && cycleItr->second.AgentType==AGENT_PLAYER && cont->GetFlag(PLAYER_IS_CONNECTED) && !cont->GetFlag(PLAYER_IS_GHOST)){Player *curPlayer=cont; s.ID=curPlayer->GetNetworkID(); s.data=pck.GetString(&s.dataSize); GameServer->SendData(&s); PLAYER_CYCLE_END() pck.Add(p->AASetGenericValue(0x11, 0x513, NetworkID)); pck.Add(p->AASetGenericValue(0x11, 0x511, NetworkID)); pck.Add(p->AASetGenericValue(0x11, 0x510, NetworkID)); s.data=pck.GetString(&s.dataSize); GameServer->SendData(&s); if(true){hash_map::iterator cycleItr;for(cycleItr=instances[0].agents.begin(); cycleItr!=instances[0].agents.end(); cycleItr++){Player *cont=(Player*)cycleItr->second.Controller;if(cont!=NULL && cycleItr->second.AgentType==AGENT_PLAYER && cont->GetFlag(PLAYER_IS_CONNECTED) && !cont->GetFlag(PLAYER_IS_GHOST)){Player *curPlayer=cont; s.ID=curPlayer->GetNetworkID(); s.data=pck.GetString(&s.dataSize); GameServer->SendData(&s); PLAYER_CYCLE_END() pck.Add(p->AASetGenericValue(0x11, 0x50c, NetworkID)); pck.Add(p->AASetGenericValue(0x11, 0x50d, NetworkID)); pck.Add(p->AASetGenericValue(0x11, 0x515, NetworkID)); s.data=pck.GetString(&s.dataSize); GameServer->SendData(&s); if(true){hash_map::iterator cycleItr;for(cycleItr=instances[0].agents.begin(); cycleItr!=instances[0].agents.end(); cycleItr++){Player *cont=(Player*)cycleItr->second.Controller;if(cont!=NULL && cycleItr->second.AgentType==AGENT_PLAYER && cont->GetFlag(PLAYER_IS_CONNECTED) && !cont->GetFlag(PLAYER_IS_GHOST)){Player *curPlayer=cont; s.ID=curPlayer->GetNetworkID(); s.data=pck.GetString(&s.dataSize); GameServer->SendData(&s); PLAYER_CYCLE_END() pck.Add(p->AASetGenericValue(0x11, 0x516, NetworkID)); s.data=pck.GetString(&s.dataSize); GameServer->SendData(&s); if(true){hash_map::iterator cycleItr;for(cycleItr=instances[0].agents.begin(); cycleItr!=instances[0].agents.end(); cycleItr++){Player *cont=(Player*)cycleItr->second.Controller;if(cont!=NULL && cycleItr->second.AgentType==AGENT_PLAYER && cont->GetFlag(PLAYER_IS_CONNECTED) && !cont->GetFlag(PLAYER_IS_GHOST)){Player *curPlayer=cont; s.ID=curPlayer->GetNetworkID(); s.data=pck.GetString(&s.dataSize); GameServer->SendData(&s); PLAYER_CYCLE_END() pck.Add(p->AASetGenericValue(0x11, 0x50f, NetworkID)); pck.Add(p->AASetGenericValue(0x11, 0x515, NetworkID)); s.data=pck.GetString(&s.dataSize); GameServer->SendData(&s); if(true){hash_map::iterator cycleItr;for(cycleItr=instances[0].agents.begin(); cycleItr!=instances[0].agents.end(); cycleItr++){Player *cont=(Player*)cycleItr->second.Controller;if(cont!=NULL && cycleItr->second.AgentType==AGENT_PLAYER && cont->GetFlag(PLAYER_IS_CONNECTED) && !cont->GetFlag(PLAYER_IS_GHOST)){Player *curPlayer=cont; s.ID=curPlayer->GetNetworkID(); s.data=pck.GetString(&s.dataSize); GameServer->SendData(&s); PLAYER_CYCLE_END() pck.Add(p->AASetGenericValue(0x11, 0x510, NetworkID)); s.data=pck.GetString(&s.dataSize); GameServer->SendData(&s); if(true){hash_map::iterator cycleItr;for(cycleItr=instances[0].agents.begin(); cycleItr!=instances[0].agents.end(); cycleItr++){Player *cont=(Player*)cycleItr->second.Controller;if(cont!=NULL && cycleItr->second.AgentType==AGENT_PLAYER && cont->GetFlag(PLAYER_IS_CONNECTED) && !cont->GetFlag(PLAYER_IS_GHOST)){Player *curPlayer=cont; s.ID=curPlayer->GetNetworkID(); s.data=pck.GetString(&s.dataSize); GameServer->SendData(&s); PLAYER_CYCLE_END() pck.Add(p->AASetGenericValue(0x11, 0x50c, NetworkID)); s.data=pck.GetString(&s.dataSize); GameServer->SendData(&s); if(true){hash_map::iterator cycleItr;for(cycleItr=instances[0].agents.begin(); cycleItr!=instances[0].agents.end(); cycleItr++){Player *cont=(Player*)cycleItr->second.Controller;if(cont!=NULL && cycleItr->second.AgentType==AGENT_PLAYER && cont->GetFlag(PLAYER_IS_CONNECTED) && !cont->GetFlag(PLAYER_IS_GHOST)){Player *curPlayer=cont; s.ID=curPlayer->GetNetworkID(); s.data=pck.GetString(&s.dataSize); GameServer->SendData(&s); PLAYER_CYCLE_END() pck.Add(p->AASetGenericValue(0x11, 0x50e, NetworkID)); s.data=pck.GetString(&s.dataSize); GameServer->SendData(&s); if(true){hash_map::iterator cycleItr;for(cycleItr=instances[0].agents.begin(); cycleItr!=instances[0].agents.end(); cycleItr++){Player *cont=(Player*)cycleItr->second.Controller;if(cont!=NULL && cycleItr->second.AgentType==AGENT_PLAYER && cont->GetFlag(PLAYER_IS_CONNECTED) && !cont->GetFlag(PLAYER_IS_GHOST)){Player *curPlayer=cont; s.ID=curPlayer->GetNetworkID(); s.data=pck.GetString(&s.dataSize); GameServer->SendData(&s); PLAYER_CYCLE_END() pck.Add(p->AASetGenericValue(0x11, 0x510, NetworkID)); pck.Add(p->AASetGenericValue(0x11, 0x511, NetworkID)); pck.Add(p->AASetGenericValue(0x11, 0x510, NetworkID)); s.data=pck.GetString(&s.dataSize); GameServer->SendData(&s); if(true){hash_map::iterator cycleItr;for(cycleItr=instances[0].agents.begin(); cycleItr!=instances[0].agents.end(); cycleItr++){Player *cont=(Player*)cycleItr->second.Controller;if(cont!=NULL && cycleItr->second.AgentType==AGENT_PLAYER && cont->GetFlag(PLAYER_IS_CONNECTED) && !cont->GetFlag(PLAYER_IS_GHOST)){Player *curPlayer=cont; s.ID=curPlayer->GetNetworkID(); s.data=pck.GetString(&s.dataSize); GameServer->SendData(&s); PLAYER_CYCLE_END() pck.Add(p->AASetGenericValue(0x11, 0x514, NetworkID)); pck.Add(p->AASetGenericValue(0x11, 0x517, NetworkID)); s.data=pck.GetString(&s.dataSize); GameServer->SendData(&s); if(true){hash_map::iterator cycleItr;for(cycleItr=instances[0].agents.begin(); cycleItr!=instances[0].agents.end(); cycleItr++){Player *cont=(Player*)cycleItr->second.Controller;if(cont!=NULL && cycleItr->second.AgentType==AGENT_PLAYER && cont->GetFlag(PLAYER_IS_CONNECTED) && !cont->GetFlag(PLAYER_IS_GHOST)){Player *curPlayer=cont; s.ID=curPlayer->GetNetworkID(); s.data=pck.GetString(&s.dataSize); GameServer->SendData(&s); PLAYER_CYCLE_END() pck.Add(p->AASetGenericValue(0x11, 0x513, NetworkID)); pck.Add(p->AASetGenericValue(0x11, 0x50d, NetworkID)); pck.Add(p->AASetGenericValue(0x11, 0x50d, NetworkID)); s.data=pck.GetString(&s.dataSize); GameServer->SendData(&s); if(true){hash_map::iterator cycleItr;for(cycleItr=instances[0].agents.begin(); cycleItr!=instances[0].agents.end(); cycleItr++){Player *cont=(Player*)cycleItr->second.Controller;if(cont!=NULL && cycleItr->second.AgentType==AGENT_PLAYER && cont->GetFlag(PLAYER_IS_CONNECTED) && !cont->GetFlag(PLAYER_IS_GHOST)){Player *curPlayer=cont; s.ID=curPlayer->GetNetworkID(); s.data=pck.GetString(&s.dataSize); GameServer->SendData(&s); PLAYER_CYCLE_END() pck.Add(p->AASetGenericValue(0x11, 0x50c, NetworkID)); s.data=pck.GetString(&s.dataSize); GameServer->SendData(&s); if(true){hash_map::iterator cycleItr;for(cycleItr=instances[0].agents.begin(); cycleItr!=instances[0].agents.end(); cycleItr++){Player *cont=(Player*)cycleItr->second.Controller;if(cont!=NULL && cycleItr->second.AgentType==AGENT_PLAYER && cont->GetFlag(PLAYER_IS_CONNECTED) && !cont->GetFlag(PLAYER_IS_GHOST)){Player *curPlayer=cont; s.ID=curPlayer->GetNetworkID(); s.data=pck.GetString(&s.dataSize); GameServer->SendData(&s); PLAYER_CYCLE_END() pck.Add(p->AASetGenericValue(0x11, 0x50d, NetworkID)); s.data=pck.GetString(&s.dataSize); GameServer->SendData(&s); if(true){hash_map::iterator cycleItr;for(cycleItr=instances[0].agents.begin(); cycleItr!=instances[0].agents.end(); cycleItr++){Player *cont=(Player*)cycleItr->second.Controller;if(cont!=NULL && cycleItr->second.AgentType==AGENT_PLAYER && cont->GetFlag(PLAYER_IS_CONNECTED) && !cont->GetFlag(PLAYER_IS_GHOST)){Player *curPlayer=cont; s.ID=curPlayer->GetNetworkID(); s.data=pck.GetString(&s.dataSize); GameServer->SendData(&s); PLAYER_CYCLE_END() pck.Add(p->AASetGenericValue(0x11, 0x50c, NetworkID)); pck.Add(p->AASetGenericValue(0x11, 0x50e, NetworkID)); s.data=pck.GetString(&s.dataSize); GameServer->SendData(&s); if(true){hash_map::iterator cycleItr;for(cycleItr=instances[0].agents.begin(); cycleItr!=instances[0].agents.end(); cycleItr++){Player *cont=(Player*)cycleItr->second.Controller;if(cont!=NULL && cycleItr->second.AgentType==AGENT_PLAYER && cont->GetFlag(PLAYER_IS_CONNECTED) && !cont->GetFlag(PLAYER_IS_GHOST)){Player *curPlayer=cont; s.ID=curPlayer->GetNetworkID(); s.data=pck.GetString(&s.dataSize); GameServer->SendData(&s); PLAYER_CYCLE_END() pck.Add(p->AASetGenericValue(0x11, 0x512, NetworkID)); pck.Add(p->AASetGenericValue(0x11, 0x510, NetworkID)); pck.Add(p->AASetGenericValue(0x11, 0x517, NetworkID)); s.data=pck.GetString(&s.dataSize); GameServer->SendData(&s); if(true){hash_map::iterator cycleItr;for(cycleItr=instances[0].agents.begin(); cycleItr!=instances[0].agents.end(); cycleItr++){Player *cont=(Player*)cycleItr->second.Controller;if(cont!=NULL && cycleItr->second.AgentType==AGENT_PLAYER && cont->GetFlag(PLAYER_IS_CONNECTED) && !cont->GetFlag(PLAYER_IS_GHOST)){Player *curPlayer=cont; s.ID=curPlayer->GetNetworkID(); s.data=pck.GetString(&s.dataSize); GameServer->SendData(&s); PLAYER_CYCLE_END() pck.Add(p->AASetGenericValue(0x11, 0x510, NetworkID)); pck.Add(p->AASetGenericValue(0x11, 0x512, NetworkID)); s.data=pck.GetString(&s.dataSize); GameServer->SendData(&s); if(true){hash_map::iterator cycleItr;for(cycleItr=instances[0].agents.begin(); cycleItr!=instances[0].agents.end(); cycleItr++){Player *cont=(Player*)cycleItr->second.Controller;if(cont!=NULL && cycleItr->second.AgentType==AGENT_PLAYER && cont->GetFlag(PLAYER_IS_CONNECTED) && !cont->GetFlag(PLAYER_IS_GHOST)){Player *curPlayer=cont; s.ID=curPlayer->GetNetworkID(); s.data=pck.GetString(&s.dataSize); GameServer->SendData(&s); PLAYER_CYCLE_END() pck.Add(p->AASetGenericValue(0x11, 0x50e, NetworkID)); pck.Add(p->AASetGenericValue(0x11, 0x513, NetworkID)); s.data=pck.GetString(&s.dataSize); GameServer->SendData(&s); if(true){hash_map::iterator cycleItr;for(cycleItr=instances[0].agents.begin(); cycleItr!=instances[0].agents.end(); cycleItr++){Player *cont=(Player*)cycleItr->second.Controller;if(cont!=NULL && cycleItr->second.AgentType==AGENT_PLAYER && cont->GetFlag(PLAYER_IS_CONNECTED) && !cont->GetFlag(PLAYER_IS_GHOST)){Player *curPlayer=cont; s.ID=curPlayer->GetNetworkID(); s.data=pck.GetString(&s.dataSize); GameServer->SendData(&s); PLAYER_CYCLE_END() pck.Add(p->AASetGenericValue(0x11, 0x50d, NetworkID)); pck.Add(p->AASetGenericValue(0x11, 0x517, NetworkID)); s.data=pck.GetString(&s.dataSize); GameServer->SendData(&s); if(true){hash_map::iterator cycleItr;for(cycleItr=instances[0].agents.begin(); cycleItr!=instances[0].agents.end(); cycleItr++){Player *cont=(Player*)cycleItr->second.Controller;if(cont!=NULL && cycleItr->second.AgentType==AGENT_PLAYER && cont->GetFlag(PLAYER_IS_CONNECTED) && !cont->GetFlag(PLAYER_IS_GHOST)){Player *curPlayer=cont; s.ID=curPlayer->GetNetworkID(); s.data=pck.GetString(&s.dataSize); GameServer->SendData(&s); PLAYER_CYCLE_END() pck.Add(p->AASetGenericValue(0x11, 0x512, NetworkID)); s.data=pck.GetString(&s.dataSize); GameServer->SendData(&s); if(true){hash_map::iterator cycleItr;for(cycleItr=instances[0].agents.begin(); cycleItr!=instances[0].agents.end(); cycleItr++){Player *cont=(Player*)cycleItr->second.Controller;if(cont!=NULL && cycleItr->second.AgentType==AGENT_PLAYER && cont->GetFlag(PLAYER_IS_CONNECTED) && !cont->GetFlag(PLAYER_IS_GHOST)){Player *curPlayer=cont; s.ID=curPlayer->GetNetworkID(); s.data=pck.GetString(&s.dataSize); GameServer->SendData(&s); PLAYER_CYCLE_END() pck.Add(p->AASetGenericValue(0x11, 0x50c, NetworkID)); s.data=pck.GetString(&s.dataSize); GameServer->SendData(&s); if(true){hash_map::iterator cycleItr;for(cycleItr=instances[0].agents.begin(); cycleItr!=instances[0].agents.end(); cycleItr++){Player *cont=(Player*)cycleItr->second.Controller;if(cont!=NULL && cycleItr->second.AgentType==AGENT_PLAYER && cont->GetFlag(PLAYER_IS_CONNECTED) && !cont->GetFlag(PLAYER_IS_GHOST)){Player *curPlayer=cont; s.ID=curPlayer->GetNetworkID(); s.data=pck.GetString(&s.dataSize); GameServer->SendData(&s); PLAYER_CYCLE_END() }