scripts
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using System;
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namespace UnityEngine.Networking.NetworkSystem
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{
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// Token: 0x02000026 RID: 38
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internal class ObjectSpawnMessage : MessageBase
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{
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// Token: 0x060000BF RID: 191 RVA: 0x000083C4 File Offset: 0x000065C4
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public override void Deserialize(NetworkReader reader)
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{
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this.netId = reader.ReadNetworkId();
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this.assetId = reader.ReadNetworkHash128();
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this.position = reader.ReadVector3();
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this.payload = reader.ReadBytesAndSize();
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uint num = 16U;
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if ((long)reader.Length - (long)((ulong)reader.Position) >= (long)((ulong)num))
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{
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this.rotation = reader.ReadQuaternion();
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}
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}
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// Token: 0x060000C0 RID: 192 RVA: 0x00008429 File Offset: 0x00006629
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public override void Serialize(NetworkWriter writer)
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{
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writer.Write(this.netId);
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writer.Write(this.assetId);
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writer.Write(this.position);
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writer.WriteBytesFull(this.payload);
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writer.Write(this.rotation);
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}
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// Token: 0x04000086 RID: 134
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public NetworkInstanceId netId;
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// Token: 0x04000087 RID: 135
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public NetworkHash128 assetId;
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// Token: 0x04000088 RID: 136
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public Vector3 position;
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// Token: 0x04000089 RID: 137
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public byte[] payload;
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// Token: 0x0400008A RID: 138
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public Quaternion rotation;
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}
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}
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