message: Unlockable Emotes
  This should be all of the I0 emotes. All that's left is to handle the events.
diff: @@ -1105,6 +1105,18 @@ void MapInstance::on_console_command(ConsoleCommand * ev)
  else if(lowerContents == "yellow") // BBYellow
  msg = "Unhandled BBYellow emote";
  }
  + // Unlockable Emotes
  + // TODO: Implement logic and variables for unlocking these emotes.
  + else if(lowerContents == "dice7") // Dice7: Picks up, shakes and rolls a die, displays a 7, default stance.
  + msg = "Unhandled Dice7 emote"; // Unlocked by earning the Burkholder's Bane Badge (from the Ernesto Hess Task Force).
  + else if(lowerContents == "listenpoliceband") // ListenPoliceBand: Listens in on the heroes' PPD police band radio.
  + msg = "Unhandled ListenPoliceBand emote"; // Heroes can use this without any unlock requirement. For villains, ListenStolenPoliceBand unlocks by earning the Outlaw Badge.
  + else if(lowerContents == "snowflakes"
  + || lowerContents == "throwsnowflakes") // Snowflakes: Throws snowflakes.
  + if(ent->m_is_flying) // Different versions when flying and on the ground.
  + msg = "Unhandled flying Snowflakes emote"; // Unlocked by purchasing from the Candy Keeper during the Winter Event.
  + else
  + msg = "Unhandled ground Snowflakes emote";
  }
  qDebug() << msg; // Print out the message to the server console.
  info = new InfoMessageCmd(InfoType::DEBUG_INFO, msg); // Create the message to send to the client.
  