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log.Warning(newContext(LogLevel.Developer,$"{nameof(NetworkObject)}'s SceneOrigin doesn't match current scene being processed! Skipping processing.").AddInfo("SceneOrigin",networkObject.SceneOriginHandle).AddNetworkObject(networkObject));
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continue;
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}
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if(networkObject.HasBeenSpawned)
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{
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log.Error(newContext(LogLevel.Normal,$"Processing {nameof(NetworkObject)} that has already been spawned! This should not be possible. Skipping processing.").AddNetworkObject(networkObject));
NetworkLog.LogWarning($"{NetworkPrefabHandler.PrefabDebugHelper(this)} InScenePlaced {nameof(NetworkObject)} is being registered as a Prefab. This can cause issues!");
NetworkLog.LogWarning($"{NetworkPrefabHandler.PrefabDebugHelper(this)} Currently spawned {nameof(NetworkObject)} is being registered as a Prefab. This can cause issues!");
NetworkLog.LogError($"{nameof(NetworkPrefab)} hash was not found! In-Scene placed {nameof(NetworkObject)} soft synchronization failure for Hash: {globalObjectIdHash}!");
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}
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NetworkLog.LogErrorServer(newContext(LogLevel.Error,$"{nameof(NetworkPrefab)} hash was not found! In-Scene placed {nameof(NetworkObject)} soft synchronization failure!").AddInfo(nameof(NetworkObject.GlobalObjectIdHash),globalObjectIdHash));
NetworkLog.LogError(newContext(LogLevel.Developer,"Player prefab is marked as belonging to a scene. This may cause issues.").AddNetworkObject(networkObject).AddInfo("SceneName",networkObject.SceneOrigin.name));
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networkObject.InScenePlaced=false;
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}
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NetworkLog.InternalAssert(sceneObject==networkObject.InScenePlaced,"Legacy sceneObject value should match calculated InScenePlaced value.");
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