using QSB.Messaging; using QuantumUNET; namespace QSB.DialogueConditionSync { public class DialogueConditionMessage : PlayerMessage { public string ConditionName { get; set; } public bool ConditionState { get; set; } public override void Deserialize(QSBNetworkReader reader) { base.Deserialize(reader); ConditionName = reader.ReadString(); ConditionState = reader.ReadBoolean(); } public override void Serialize(QSBNetworkWriter writer) { base.Serialize(writer); writer.Write(ConditionName); writer.Write(ConditionState); } } }