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@@ -75,7 +75,7 @@ namespace Robust.Server.GameObjects
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// As such, we can reset the modified ticks to Zero,
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// which indicates "not different from client's own deserialization".
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// So the initial data for the component or even the creation doesn't have to be sent over the wire.
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foreach (var (netId, component) in GetNetComponents(entity.Uid))
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foreach (var (netId, component) in GetNetComponents(entity))
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{
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// Make sure to ONLY get components that are defined in the prototype.
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// Others could be instantiated directly by AddComponent (e.g. ContainerManager).
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@@ -222,7 +222,7 @@ namespace Robust.Server.GameObjects
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var msg = _networkManager.CreateNetMessage<MsgEntity>();
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msg.Type = EntityMessageType.ComponentMessage;
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msg.EntityUid = entity.Uid;
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msg.EntityUid = entity;
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msg.NetId = netId.Value;
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msg.ComponentMessage = message;
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msg.SourceTick = _gameTiming.CurTick;
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