Rename Net namespace to Networking and add MultiplePlayerUpdatePckt
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				@ -2,10 +2,10 @@
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using UnityEngine;
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using UnityEngine.UI;
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using NeonTea.Quakeball.TeaNet.Peers;
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using NeonTea.Quakeball.Net.Packets;
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using NeonTea.Quakeball.Networking.Packets;
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using System;
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namespace NeonTea.Quakeball.Net {
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namespace NeonTea.Quakeball.Networking {
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    public class CanvasInput : MonoBehaviour, PeerMessageListener {
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        public Button Host;
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        public Button Join;
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@ -3,10 +3,10 @@ using System;
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using UnityEngine;
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using NeonTea.Quakeball.TeaNet.Peers;
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using NeonTea.Quakeball.TeaNet.Packets;
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using NeonTea.Quakeball.Net.Packets;
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using NeonTea.Quakeball.Net.Instances;
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using NeonTea.Quakeball.Networking.Packets;
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using NeonTea.Quakeball.Networking.Instances;
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namespace NeonTea.Quakeball.Net {
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namespace NeonTea.Quakeball.Networking {
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    public class GameProtocol : Protocol {
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        public override byte Identifier => 0x7A;
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@ -2,12 +2,12 @@
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using System.Collections.Generic;
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using UnityEngine;
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using NeonTea.Quakeball.Player;
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using NeonTea.Quakeball.Net.Packets;
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using NeonTea.Quakeball.Networking.Packets;
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using NeonTea.Quakeball.Interface;
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using NeonTea.Quakeball.TeaNet.Peers;
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using NeonTea.Quakeball.TeaNet.Packets;
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namespace NeonTea.Quakeball.Net.Instances {
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namespace NeonTea.Quakeball.Networking.Instances {
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    public class Client : NetInstance {
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        private NetChaperone Net;
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@ -1,11 +1,11 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using NeonTea.Quakeball.Net.Packets;
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using NeonTea.Quakeball.Networking.Packets;
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using NeonTea.Quakeball.TeaNet.Peers;
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using NeonTea.Quakeball.TeaNet.Packets;
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namespace NeonTea.Quakeball.Net.Instances {
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namespace NeonTea.Quakeball.Networking.Instances {
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    public abstract class NetInstance {
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        protected static byte[] Fingerprint = new byte[] { 0xFF, 0xF7 };
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@ -1,13 +1,13 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using NeonTea.Quakeball.Net.Packets;
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using NeonTea.Quakeball.Networking.Packets;
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using NeonTea.Quakeball.Player;
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using NeonTea.Quakeball.Interface;
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using NeonTea.Quakeball.TeaNet.Peers;
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using NeonTea.Quakeball.TeaNet.Packets;
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namespace NeonTea.Quakeball.Net.Instances {
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namespace NeonTea.Quakeball.Networking.Instances {
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    public class Server : NetInstance {
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        private NetChaperone Net;
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@ -1,9 +1,9 @@
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using UnityEngine;
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using NeonTea.Quakeball.Net.Instances;
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using NeonTea.Quakeball.Networking.Instances;
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using NeonTea.Quakeball.TeaNet.Peers;
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using System.Collections.Generic;
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namespace NeonTea.Quakeball.Net {
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namespace NeonTea.Quakeball.Networking {
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    public class Net {
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        public static Net Singleton = new Net();
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@ -2,10 +2,10 @@
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using System;
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using UnityEngine;
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using NeonTea.Quakeball.Interface;
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using NeonTea.Quakeball.Net;
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using NeonTea.Quakeball.Networking;
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using NeonTea.Quakeball.TeaNet.Peers;
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namespace NeonTea.Quakeball.Net {
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namespace NeonTea.Quakeball.Networking {
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    public class NetChaperone : MonoBehaviour, PeerMessageListener {
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        public GameObject SpawnedRemotePlayer;
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@ -1,6 +1,7 @@
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using UnityEngine;
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using NeonTea.Quakeball.Player;
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namespace NeonTea.Quakeball.Net {
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namespace NeonTea.Quakeball.Networking {
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    public class NetPlayer {
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        public ulong Id;
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        public GameObject Controlled;
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@ -1,7 +1,7 @@
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using NeonTea.Quakeball.TeaNet.Packets;
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namespace NeonTea.Quakeball.Net.Packets {
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namespace NeonTea.Quakeball.Networking.Packets {
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    public class HelloPckt : Packet {
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        public string Text;
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@ -1,7 +1,26 @@
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using UnityEngine;
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using NeonTea.Quakeball.TeaNet.Packets;
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namespace NeonTea.Quakeball.Net.Packets {
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using System.Collections.Generic;
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using NeonTea.Quakeball.Networking;
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namespace NeonTea.Quakeball.Networking.Packets {
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    public class MultiplePlayerUpdatesPckt : Packet {
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        public List<PlayerUpdatePckt> Updates = new List<PlayerUpdatePckt>();
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        public MultiplePlayerUpdatesPckt() { }
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        public MultiplePlayerUpdatesPckt(List<NetPlayer> players) {
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        }
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        public override void Read(ByteBuffer buffer) {
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        }
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        public override void Write(ByteBuffer buffer) {
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        }
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    }
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    public class PlayerUpdatePckt : Packet {
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        public ulong PlayerId;
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@ -1,7 +1,7 @@
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using UnityEngine;
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using NeonTea.Quakeball.TeaNet.Packets;
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namespace NeonTea.Quakeball.Net.Packets {
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namespace NeonTea.Quakeball.Networking.Packets {
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    public class SpawnPckt : Packet {
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        public ulong PlayerId;
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@ -1,7 +1,7 @@
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using UnityEngine;
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using UnityEngine.InputSystem;
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using NeonTea.Quakeball.Net;
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using NeonTea.Quakeball.Net.Packets;
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using NeonTea.Quakeball.Networking;
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using NeonTea.Quakeball.Networking.Packets;
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namespace NeonTea.Quakeball.Player {
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    /// <summary>A controller class for a local player. Handles input and updates the relevant components.</summary>
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@ -82,8 +82,8 @@ namespace NeonTea.Quakeball.Player {
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                PreviousPlayerUpdate = Time.time;
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                WantsToJump = false;
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                if (Net.Net.Singleton.Instance != null) {
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                    Net.Net.Singleton.Instance.UpdateLocalPlayer(Player.CreatePacket());
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                if (Networking.Net.Singleton.Instance != null) {
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                    Networking.Net.Singleton.Instance.UpdateLocalPlayer(Player.CreatePacket());
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                }
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            }
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        }
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@ -1,5 +1,5 @@
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using UnityEngine;
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using NeonTea.Quakeball.Net.Packets;
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using NeonTea.Quakeball.Networking.Packets;
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namespace NeonTea.Quakeball.Player {
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    /// <summary>The central glue class for players (both local and remote).</summary>
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@ -1,5 +1,5 @@
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using UnityEngine;
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using NeonTea.Quakeball.Net.Packets;
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using NeonTea.Quakeball.Networking.Packets;
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using NeonTea.Quakeball.Interface;
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namespace NeonTea.Quakeball.Player {
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