Server sends ServerEntityEvents to clients, NetEntityEvents can contain an object array which will be passed to the serializable entity (now only used for ItemComponent indices)
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@@ -1911,7 +1911,7 @@ namespace Barotrauma
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if (AnimController != null) AnimController.Remove();
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}
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public virtual void ClientWrite(NetBuffer msg)
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public virtual void ClientWrite(NetBuffer msg, object[] extraData = null)
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{
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if (GameMain.Server != null) return;
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@@ -1972,7 +1972,7 @@ namespace Barotrauma
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}
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}
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public virtual void ServerWrite(NetBuffer msg, Client c)
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public virtual void ServerWrite(NetBuffer msg, Client c, object[] extraData = null)
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{
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if (GameMain.Server == null) return;
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