Пример #1
0
 float IPriorityCalculator.CalculateStatePriority(BoltConnection connection, int skipped)
 {
     return(CoopUtils.CalculatePriorityFor(connection, base.entity, 2f, skipped));
 }
Пример #2
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 float IPriorityCalculator.CalculateStatePriority(BoltConnection connection, int skipped)
 {
     return(CoopUtils.CalculatePriorityFor(connection, this.entity, this.MultiplayerPriority, skipped));
 }
Пример #3
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 float IPriorityCalculator.CalculateEventPriority(BoltConnection connection, Event evnt)
 {
     return(CoopUtils.CalculatePriorityFor(connection, base.entity, 2f, 1));
 }
Пример #4
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 float IPriorityCalculator.CalculateEventPriority(BoltConnection connection, Bolt.Event evnt)
 {
     return(CoopUtils.CalculatePriorityFor(connection, this.entity, this.MultiplayerPriority, 1));
 }