float IPriorityCalculator.CalculateStatePriority(BoltConnection connection, int skipped) { return(CoopUtils.CalculatePriorityFor(connection, base.entity, 2f, skipped)); }
float IPriorityCalculator.CalculateStatePriority(BoltConnection connection, int skipped) { return(CoopUtils.CalculatePriorityFor(connection, this.entity, this.MultiplayerPriority, skipped)); }
float IPriorityCalculator.CalculateEventPriority(BoltConnection connection, Event evnt) { return(CoopUtils.CalculatePriorityFor(connection, base.entity, 2f, 1)); }
float IPriorityCalculator.CalculateEventPriority(BoltConnection connection, Bolt.Event evnt) { return(CoopUtils.CalculatePriorityFor(connection, this.entity, this.MultiplayerPriority, 1)); }