using UnityEngine;
using NeonTea.Quakeball.Players;

namespace NeonTea.Quakeball.Networking {
    public class NetPlayer {
        public ulong Id;
        public Player Controlled;
        public bool Unsynced = false;
        public float Ping = 0;

        public NetPlayer(ulong id, Player obj = null) {
            Id = id;
            Controlled = obj;
        }
    }
}