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using UnityEngine.Networking;
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namespace QSB.Messaging
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{
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public class PlayerMessage : MessageBase
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{
public uint SenderId { get; set; }
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public override void Deserialize(NetworkReader reader)
{
SenderId = reader.ReadUInt32();
}
public override void Serialize(NetworkWriter writer)
{
writer.Write(SenderId);
}
}
}