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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@@ -152,7 +152,7 @@ namespace Barotrauma
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NetStateID = (UInt32)spawnHistory.Count;
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}
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public void ServerWrite(Lidgren.Network.NetBuffer message, Client client)
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public void ServerWrite(Lidgren.Network.NetBuffer message, Client client, object[] extraData = null)
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{
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if (GameMain.Server == null) return;
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