2020-08-09 09:11:45 +00:00
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using UnityEngine.Networking;
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2020-05-19 17:31:54 +00:00
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namespace QSB.Events
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{
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2020-05-19 18:05:15 +00:00
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public class FullStateMessage : PlayerMessage
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2020-05-19 17:31:54 +00:00
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{
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2020-07-27 23:13:43 +00:00
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public string PlayerName { get; set; }
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2020-08-07 23:08:44 +00:00
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public bool IsReady { get; set; }
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2020-05-19 17:31:54 +00:00
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public override void Deserialize(NetworkReader reader)
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{
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base.Deserialize(reader);
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2020-07-27 23:13:43 +00:00
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PlayerName = reader.ReadString();
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2020-08-07 23:08:44 +00:00
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IsReady = reader.ReadBoolean();
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2020-05-19 17:31:54 +00:00
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}
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public override void Serialize(NetworkWriter writer)
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{
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base.Serialize(writer);
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2020-07-27 23:13:43 +00:00
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writer.Write(PlayerName);
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2020-08-07 23:08:44 +00:00
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writer.Write(IsReady);
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2020-05-19 17:31:54 +00:00
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}
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}
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}
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