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#if !(UNITY_4_6 || UNITY_4_7 || UNITY_5_0)
using UnityEngine;
using UnityEngine.Networking;
namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityNetwork
{
public class IsServer : Conditional
{
public override TaskStatus OnUpdate()
{
return NetworkServer.active ? TaskStatus.Success : TaskStatus.Failure;
}
}
}
#endif
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