using UnityEngine.Networking; namespace QSB.QuantumUNET { class QSBCRCMessage : MessageBase { public override void Deserialize(NetworkReader reader) { int num = (int)reader.ReadUInt16(); this.scripts = new QSBCRCMessageEntry[num]; for (int i = 0; i < this.scripts.Length; i++) { QSBCRCMessageEntry crcmessageEntry = default(QSBCRCMessageEntry); crcmessageEntry.name = reader.ReadString(); crcmessageEntry.channel = reader.ReadByte(); this.scripts[i] = crcmessageEntry; } } public override void Serialize(NetworkWriter writer) { writer.Write((ushort)this.scripts.Length); for (int i = 0; i < this.scripts.Length; i++) { writer.Write(this.scripts[i].name); writer.Write(this.scripts[i].channel); } } public QSBCRCMessageEntry[] scripts; } }