Inventory syncing, objHeader is passed to the ClientRead/ServerRead methods so they can determine how to read the msg (is it an inventory update, position, input, etc)
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@@ -186,7 +186,7 @@ namespace Barotrauma
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}
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}
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public void ClientRead(Lidgren.Network.NetIncomingMessage message, float sendingTime)
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public void ClientRead(ServerNetObject type, Lidgren.Network.NetIncomingMessage message, float sendingTime)
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{
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if (GameMain.Server != null) return;
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