using QSB.ShipSync.TransformSync; using QSB.Utility.LinkedWorldObject; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using UnityEngine; namespace QSB.ShipSync.WorldObjects; public class QSBShipDetachableModule : LinkedWorldObject { protected override GameObject NetworkObjectPrefab => QSBNetworkManager.singleton.ShipModulePrefab; protected override bool SpawnWithServerOwnership => true; public override void SendInitialState(uint to) { // todo SendInitialState? } }