void Server_SendMainNotActiveUnitToClients( IList<RemoteEntityWorld> remoteEntityWorlds )
{
SendDataWriter writer = BeginNetworkMessage( remoteEntityWorlds, typeof( PlayerIntellect ),
(ushort)NetworkMessages.MainNotActiveUnitToClient );
writer.WriteVariableUInt32( mainNotActiveUnit != null ?
mainNotActiveUnit.NetworkUIN : (uint)0 );
EndNetworkMessage();
}