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reverting unneeded changes
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Assets/BossRoom/Scripts/Server/Game/Character/PlayerServerCharacter.cs

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using System;
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using System.Collections.Generic;
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using Unity.Multiplayer.Samples.BossRoom.Shared.Infrastructure;
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using Unity.Netcode;
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using UnityEngine;
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Assets/BossRoom/Scripts/Shared/NetworkNameState.cs

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@@ -19,7 +19,6 @@ public class NetworkNameState : NetworkBehaviour
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public struct FixedPlayerName : INetworkSerializable
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{
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private FixedString32Bytes m_Name;
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public void NetworkSerialize<T>(BufferSerializer<T> serializer) where T : IReaderWriter
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{
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serializer.SerializeValue(ref m_Name);

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