using UnityEngine.Networking; namespace QSB.QuantumUNET { internal class QSBOwnerMessage : MessageBase { public NetworkInstanceId NetId; public short PlayerControllerId; public override void Deserialize(NetworkReader reader) { NetId = reader.ReadNetworkId(); PlayerControllerId = (short)reader.ReadPackedUInt32(); } public override void Serialize(NetworkWriter writer) { writer.Write(NetId); writer.WritePackedUInt32((uint)PlayerControllerId); } } }