public bool OnEntitiesChosenReceived(Network.EntitiesChosen chosen, Network.EntityChoices choices, object userData) { object[] objArray1 = new object[] { chosen, choices, userData }; return(base.method_11 <bool>("OnEntitiesChosenReceived", objArray1)); }
public void OnEntitiesChosenProcessed(Network.EntitiesChosen chosen) { object[] objArray1 = new object[] { chosen }; base.method_8("OnEntitiesChosenProcessed", objArray1); }
public void ProcessEntitiesChosen(Network.EntitiesChosen chosen) { object[] objArray1 = new object[] { chosen }; base.method_8("ProcessEntitiesChosen", objArray1); }
public bool CanProcessEntitiesChosen(Network.EntitiesChosen chosen) { object[] objArray1 = new object[] { chosen }; return(base.method_11 <bool>("CanProcessEntitiesChosen", objArray1)); }
public bool FireEntitiesChosenReceivedEvent(Network.EntitiesChosen chosen) { object[] objArray1 = new object[] { chosen }; return(base.method_11 <bool>("FireEntitiesChosenReceivedEvent", objArray1)); }
public void DebugPrintEntitiesChosen(Network.EntitiesChosen chosen) { object[] objArray1 = new object[] { chosen }; base.method_8("DebugPrintEntitiesChosen", objArray1); }
private void OnEntitiesChosen() { Network.EntitiesChosen entitiesChosen = Network.GetEntitiesChosen(); GameState.Get().OnEntitiesChosen(entitiesChosen); }
public void HideChoicesFromPacket(int playerId, ChoiceState state, Network.EntitiesChosen chosen) { object[] objArray1 = new object[] { playerId, state, chosen }; base.method_8("HideChoicesFromPacket", objArray1); }