internal void InternalSetClientNotReady(NetworkConnection conn)
{
if (conn.isReady)
{
if (LogFilter.logDebug)
{
Debug.Log("PlayerNotReady " + conn);
}
conn.isReady = false;
conn.RemoveObservers();
NotReadyMessage msg = new NotReadyMessage();
conn.Send(0x24, msg);
}
}