internal void RegisterClientMessages(NetworkClient client)
{
client.RegisterHandler(0x20, new NetworkMessageDelegate(this.OnClientConnectInternal));
client.RegisterHandler(0x21, new NetworkMessageDelegate(this.OnClientDisconnectInternal));
client.RegisterHandler(0x24, new NetworkMessageDelegate(this.OnClientNotReadyMessageInternal));
client.RegisterHandler(0x22, new NetworkMessageDelegate(this.OnClientErrorInternal));
client.RegisterHandler(0x27, new NetworkMessageDelegate(this.OnClientSceneInternal));
if (this.m_PlayerPrefab != null)
{
ClientScene.RegisterPrefab(this.m_PlayerPrefab);
}
for (int i = 0; i < this.m_SpawnPrefabs.Count; i++)
{
GameObject prefab = this.m_SpawnPrefabs[i];
if (prefab != null)
{
ClientScene.RegisterPrefab(prefab);
}
}
}