protected void SerializeFriction(BitStream stream, MyEntity entity)
        {
            MyPhysicsBody pb = entity.Physics as MyPhysicsBody;
            if (pb == null || pb.RigidBody == null)
            {
                if (stream.Writing)
                    stream.WriteFloat(0);
                else
                    stream.ReadFloat();
                return;
            }
            HkRigidBody rb = pb.RigidBody;

            if (stream.Writing)
                stream.WriteFloat(rb.Friction);
            else
                rb.Friction = stream.ReadFloat();
        }
        private void SerializeRopeData(BitStream stream, bool applyWhenReading, List<MyCubeGrid> gridsGroup = null)
        {
            if (MyRopeComponent.Static == null)
                return;

            if (stream.Writing)
            {
                m_tmpRopes.Clear();
                m_tmpRopeGrids.Clear();

                m_tmpRopeGrids.Add(Entity);
                Debug.Assert(gridsGroup != null);
                if (gridsGroup != null) 
                {
                    foreach (var grid in gridsGroup)
                        m_tmpRopeGrids.Add(grid);
                }

                MyRopeComponent.Static.GetRopesForGrids(m_tmpRopeGrids, m_tmpRopes);

                MyRopeData ropeData;

                stream.WriteUInt16((ushort)m_tmpRopes.Count);
                foreach (var rope in m_tmpRopes)
                {
                    var ropeProxyTarget = MyMultiplayer.Static.ReplicationLayer.GetProxyTarget((IMyEventProxy)rope);
                    NetworkId ropeNetworkId = MyMultiplayer.Static.ReplicationLayer.GetNetworkIdByObject(ropeProxyTarget);
                    stream.WriteNetworkId(ropeNetworkId);

                    //TODO - MyRopeComponent should be rewritten to singleton
                    MyRopeComponent.GetRopeData(rope.EntityId, out ropeData);
                    stream.WriteFloat(ropeData.CurrentRopeLength);
                }

                m_tmpRopes.Clear();
                m_tmpRopeGrids.Clear();
            }
            else
            {
                uint ropesCount = stream.ReadUInt16();
                for (uint i = 0; i < ropesCount; ++i)
                {
                    NetworkId ropeNetworkId = stream.ReadNetworkId();
                    float ropeLength = stream.ReadFloat();

                    MyRopeReplicable replicable = MyMultiplayer.Static.ReplicationLayer.GetObjectByNetworkId(ropeNetworkId) as MyRopeReplicable;
                    MyRope rope = replicable != null ? replicable.Instance : null;

                    if (rope != null && applyWhenReading)
                        MyRopeComponent.Static.SetRopeLengthSynced(rope.EntityId, ropeLength);
                }
            }

        }
        static MyCharacterNetState ReadCharacterState(BitStream stream)
        {
            MyCharacterNetState charNetState = new MyCharacterNetState();

            charNetState.HeadX = stream.ReadHalf();
            if (charNetState.HeadX.IsValid() == false)
            {
                charNetState.HeadX = 0.0f;
            }

            charNetState.HeadY = stream.ReadHalf();
            charNetState.Spine = stream.ReadQuaternionNormCompressedIdentity();
            charNetState.Head = stream.ReadQuaternionNormCompressedIdentity();
            charNetState.MovementState = (MyCharacterMovementEnum)stream.ReadUInt16();
            charNetState.MovementFlag = (MyCharacterMovementFlags)stream.ReadUInt16();
            charNetState.Jetpack = stream.ReadBool();
            charNetState.Dampeners = stream.ReadBool();
            charNetState.Lights = stream.ReadBool(); // TODO: Remove
            charNetState.Ironsight = stream.ReadBool();
            charNetState.Broadcast = stream.ReadBool(); // TODO: Remove
            charNetState.TargetFromCamera = stream.ReadBool();
            charNetState.Movement = stream.ReadNormalizedSignedVector3(8);
            charNetState.Rotation.X = stream.ReadFloat();
            charNetState.Rotation.Y = stream.ReadFloat();
            charNetState.Speed = stream.ReadFloat();
            charNetState.Roll = stream.ReadFloat();

            return charNetState;
        }