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com.unity.netcode.gameobjects/Runtime/Core/NetworkObject.cs

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@@ -505,7 +505,7 @@ public void DeferDespawn(int tickOffset, bool destroy = true)
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/// flag set and a non-owner client must have sent a request via <see cref="RequestOwnership"/>.
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/// </summary>
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public bool IsRequestInProgress => ((OwnershipStatusExtended)Ownership).HasFlag(OwnershipStatusExtended.Requested);
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/// <summary>
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/// Determines whether a NetworkObject can be distributed to other clients during
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/// a <see cref="NetworkTopologyTypes.DistributedAuthority"/> session.
@@ -515,7 +515,7 @@ public void DeferDespawn(int tickOffset, bool destroy = true)
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#endif
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[SerializeField]
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internal OwnershipStatus Ownership = OwnershipStatus.Distributable;
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/// <summary>
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/// Ownership status flags:
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/// <see cref="None"/>: If nothing is set, then ownership is considered "static" and cannot be redistributed, requested, or transferred (i.e. a Player would have this).

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