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