All pastes #740193 Raw Edit

Etwas

public text v1 · immutable
·published 2007-10-17 19:26 UTC
rendered paste body
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<unsigned long, Agent>::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<unsigned long, Agent>::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<unsigned long, Agent>::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<unsigned long, Agent>::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<unsigned long, Agent>::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<unsigned long, Agent>::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<unsigned long, Agent>::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<unsigned long, Agent>::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<unsigned long, Agent>::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<unsigned long, Agent>::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<unsigned long, Agent>::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<unsigned long, Agent>::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<unsigned long, Agent>::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<unsigned long, Agent>::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<unsigned long, Agent>::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<unsigned long, Agent>::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<unsigned long, Agent>::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<unsigned long, Agent>::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<unsigned long, Agent>::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<unsigned long, Agent>::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()
}