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Merge pull request #822 from Kaiwoknats/patch-1
Update async-entity-factories.md
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docs/articles/getting-started/async-entity-factories.md

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@@ -14,7 +14,7 @@ public class MyAsyncPlayer : AsyncPlayer
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{
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public bool LoggedIn { get; set; }
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public MyAsyncPlayer(ICore core, IntPtr nativePointer, ushort id) : base(core, nativePointer, id)
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public MyAsyncPlayer(ICore core, IntPtr nativePointer, uint id) : base(core, nativePointer, id)
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{
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LoggedIn = false;
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}
@@ -27,12 +27,12 @@ Thats why you need to create a factory that will create the player for you when
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## Step 2, Create the factory
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In the factory the defined default constructor of the player or vehicle class will be called.
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You only need to override the ```IPlayer Create(IntPtr playerPointer, ushort id)``` method and initialize your own class instead of the default one.
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You only need to override the ```IPlayer Create(IntPtr playerPointer, uint id)``` method and initialize your own class instead of the default one.
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```csharp
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public class MyAsyncPlayerFactory : IEntityFactory<IPlayer>
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{
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public IPlayer Create(ICore core, IntPtr playerPointer, ushort id)
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public IPlayer Create(ICore core, IntPtr playerPointer, uint id)
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{
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return new MyAsyncPlayer(core, playerPointer, id);
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}
@@ -63,7 +63,7 @@ public class MyAsyncVehicle : AsyncVehicle
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public int MyData { get; set; }
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// This constructor is used for creation via entity factory
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public MyAsyncVehicle(ICore core, IntPtr nativePointer, ushort id) : base(core, nativePointer, id)
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public MyAsyncVehicle(ICore core, IntPtr nativePointer, uint id) : base(core, nativePointer, id)
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{
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MyData = 6;
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}

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