using System; namespace UnityEngine.Networking.NetworkSystem { // Token: 0x0200001F RID: 31 public class AddPlayerMessage : MessageBase { // Token: 0x060000AC RID: 172 RVA: 0x00007F88 File Offset: 0x00006188 public override void Deserialize(NetworkReader reader) { this.playerControllerId = (short)reader.ReadUInt16(); this.msgData = reader.ReadBytesAndSize(); if (this.msgData == null) { this.msgSize = 0; } else { this.msgSize = this.msgData.Length; } } // Token: 0x060000AD RID: 173 RVA: 0x00007FD8 File Offset: 0x000061D8 public override void Serialize(NetworkWriter writer) { writer.Write((ushort)this.playerControllerId); writer.WriteBytesAndSize(this.msgData, this.msgSize); } // Token: 0x04000070 RID: 112 public short playerControllerId; // Token: 0x04000071 RID: 113 public int msgSize; // Token: 0x04000072 RID: 114 public byte[] msgData; } }