scripts
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using System;
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namespace UnityEngine.Networking.NetworkSystem
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{
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// Token: 0x02000025 RID: 37
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public class ReconnectMessage : MessageBase
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{
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// Token: 0x060000BC RID: 188 RVA: 0x00008334 File Offset: 0x00006534
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public override void Deserialize(NetworkReader reader)
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{
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this.oldConnectionId = (int)reader.ReadPackedUInt32();
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this.playerControllerId = (short)reader.ReadPackedUInt32();
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this.netId = reader.ReadNetworkId();
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this.msgData = reader.ReadBytesAndSize();
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this.msgSize = this.msgData.Length;
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}
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// Token: 0x060000BD RID: 189 RVA: 0x00008381 File Offset: 0x00006581
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public override void Serialize(NetworkWriter writer)
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{
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writer.WritePackedUInt32((uint)this.oldConnectionId);
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writer.WritePackedUInt32((uint)this.playerControllerId);
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writer.Write(this.netId);
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writer.WriteBytesAndSize(this.msgData, this.msgSize);
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}
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// Token: 0x04000081 RID: 129
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public int oldConnectionId;
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// Token: 0x04000082 RID: 130
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public short playerControllerId;
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// Token: 0x04000083 RID: 131
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public NetworkInstanceId netId;
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// Token: 0x04000084 RID: 132
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public int msgSize;
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// Token: 0x04000085 RID: 133
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public byte[] msgData;
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}
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}
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