using QSB.QuantumUNET; namespace QSB.Player { public abstract class PlayerSyncObject : QSBNetworkBehaviour { public uint AttachedNetId => GetComponent()?.NetId.Value ?? uint.MaxValue; public uint PlayerId => this.GetPlayerOfObject(); public uint PreviousPlayerId { get; set; } public PlayerInfo Player => QSBPlayerManager.GetPlayer(PlayerId); } }