rendered paste bodyvoid 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()
}