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remove outdated comment
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@ -764,13 +764,11 @@ public static void SetClientReady(NetworkConnection conn)
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if (LogFilter.Debug) Debug.LogWarning("Ready with no player object");
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}
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// Setup spawned objects for local player
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if (conn is ULocalConnectionToClient)
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{
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if (LogFilter.Debug) Debug.Log("NetworkServer Ready handling ULocalConnectionToClient");
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// Setup spawned objects for local player
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// Only handle the local objects for the first player (no need to redo it when doing more local players)
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// and don't handle player objects here, they were done above
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foreach (NetworkIdentity identity in NetworkIdentity.spawned.Values)
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{
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// Need to call OnStartClient directly here, as it's already been added to the local object dictionary
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