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Fixes small typos and grammar correction
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@@ -50,7 +50,7 @@ _FORCE_INLINE_ bool _should_call_local(MultiplayerAPI::RPCMode mode, bool is_mas
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// Do nothing.
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} break;
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case MultiplayerAPI::RPC_MODE_REMOTE: {
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// Do nothing also. Remote cannot produce a local call.
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// Do nothing. Remote cannot produce a local call.
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} break;
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case MultiplayerAPI::RPC_MODE_MASTERSYNC: {
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if (is_master) {
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@@ -675,7 +675,7 @@ Error MultiplayerAPI::_encode_and_compress_variant(const Variant &p_variant, uin
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return err;
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}
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if (r_buffer) {
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// The first byte is not used by the marshaling, so store the type
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// The first byte is not used by the marshalling, so store the type
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// so we know how to decompress and decode this variant.
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r_buffer[0] = p_variant.get_type();
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}
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@@ -791,7 +791,7 @@ void MultiplayerAPI::_send_rpc(Node *p_from, int p_to, bool p_unreliable, bool p
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packet_cache.resize(m_amount);
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// Encode meta.
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// The meta is composed by a single byte that contains (starting from the least segnificant bit):
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// The meta is composed by a single byte that contains (starting from the least significant bit):
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// - `NetworkCommands` in the first three bits.
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// - `NetworkNodeIdCompression` in the next 2 bits.
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// - `NetworkNameIdCompression` in the next 1 bit.
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@@ -830,7 +830,7 @@ void MultiplayerAPI::_send_rpc(Node *p_from, int p_to, bool p_unreliable, bool p
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ofs += 4;
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}
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} else {
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// The targets doesn't know the node yet, so we need to use 32 bits int.
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// The targets don't know the node yet, so we need to use 32 bits int.
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node_id_compression = NETWORK_NODE_ID_COMPRESSION_32;
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MAKE_ROOM(ofs + 4);
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encode_uint32(psc->id, &(packet_cache.write[ofs]));
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