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using QSB.Messaging;
using UnityEngine.Networking;
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namespace QSB.Events
{
public class JoinMessage : PlayerMessage
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{
public override MessageType MessageType => MessageType.Join;
public string PlayerName { get; set; }
public override void Deserialize(NetworkReader reader)
{
base.Deserialize(reader);
PlayerName = reader.ReadString();
}
public override void Serialize(NetworkWriter writer)
{
base.Serialize(writer);
writer.Write(PlayerName);
}
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}
}