class GameObject.SerializeOptions

in global :: Sandbox

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public bool SceneForNetwork { get; set; }

If we're serializing for network, we won't include any networked objects

public bool Cloning { get; set; }

We're cloning this object

public bool SingleNetworkObject { get; set; }

We're going to send a single network object

public Type GetType( )

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public string ToString( )

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public bool Equals( object obj )

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public int GetHashCode( )

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public GameObject.SerializeOptions( )

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