using System; namespace UnityEngine.Networking.NetworkSystem { // Token: 0x0200002C RID: 44 internal class OverrideTransformMessage : MessageBase { // Token: 0x060000D1 RID: 209 RVA: 0x000085A8 File Offset: 0x000067A8 public override void Deserialize(NetworkReader reader) { this.netId = reader.ReadNetworkId(); this.payload = reader.ReadBytesAndSize(); this.teleport = reader.ReadBoolean(); this.time = (int)reader.ReadPackedUInt32(); } // Token: 0x060000D2 RID: 210 RVA: 0x000085DB File Offset: 0x000067DB public override void Serialize(NetworkWriter writer) { writer.Write(this.netId); writer.WriteBytesFull(this.payload); writer.Write(this.teleport); writer.WritePackedUInt32((uint)this.time); } // Token: 0x04000095 RID: 149 public NetworkInstanceId netId; // Token: 0x04000096 RID: 150 public byte[] payload; // Token: 0x04000097 RID: 151 public bool teleport; // Token: 0x04000098 RID: 152 public int time; } }