using QSB.EchoesOfTheEye.AirlockSync.VariableSync; using QSB.Utility.LinkedWorldObject; using UnityEngine; namespace QSB.EchoesOfTheEye.AirlockSync.WorldObjects; internal class QSBGhostAirlock : LinkedWorldObject { public override void SendInitialState(uint to) { } protected override GameObject NetworkObjectPrefab => QSBNetworkManager.singleton.AirlockPrefab; }