Stats are up, but require a ton of presentation polish to be more useful
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@@ -39,10 +39,10 @@ namespace Multiplayer
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return componentData.m_componentPropertyNameLookupFunction(propertyIndex);
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}
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const char* MultiplayerComponentRegistry::GetComponentRpcName(NetComponentId netComponentId, uint16_t rpcId) const
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const char* MultiplayerComponentRegistry::GetComponentRpcName(NetComponentId netComponentId, uint16_t rpcIndex) const
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{
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const ComponentData& componentData = GetMultiplayerComponentData(netComponentId);
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return componentData.m_componentRpcNameLookupFunction(rpcId);
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return componentData.m_componentRpcNameLookupFunction(rpcIndex);
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}
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const MultiplayerComponentRegistry::ComponentData& MultiplayerComponentRegistry::GetMultiplayerComponentData(NetComponentId netComponentId) const
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@@ -53,9 +53,9 @@ namespace Multiplayer
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//! Returns the Rpc name associated with the provided NetComponentId and rpcId.
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//! @param netComponentId the NetComponentId to return the property name of
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//! @param rpcId the index off the rpc to return the rpc name of
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//! @param rpcIndex the index of the rpc to return the rpc name of
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//! @return the name of the requested rpc
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const char* GetComponentRpcName(NetComponentId netComponentId, uint16_t rpcId) const;
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const char* GetComponentRpcName(NetComponentId netComponentId, uint16_t rpcIndex) const;
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//! Retrieves the stored component data for a given NetComponentId.
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//! @param netComponentId the NetComponentId to return component data for
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