Cleaned up the way many custom network event calls were written.
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@@ -115,10 +115,7 @@ public class PlayerPodium : UdonSharpBehaviour
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{
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_ChoiceCards.gameObject.SetActive(Enable);
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_ChoiceCards.ResetCards();
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NetworkCalling.SendCustomNetworkEvent(
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(IUdonEventReceiver)_ChoiceCards,
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NetworkEventTarget.Owner,
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"MakeChoiceTextVisible");
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_ChoiceCards.SendCustomNetworkEvent(NetworkEventTarget.Owner, "MakeChoiceTextVisible");
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}
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[NetworkCallable]
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@@ -131,10 +128,7 @@ public class PlayerPodium : UdonSharpBehaviour
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public void LockInChoice()
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{
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_ChoiceCards.LockInChoice();
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NetworkCalling.SendCustomNetworkEvent(
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(IUdonEventReceiver)_ChoiceCards,
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NetworkEventTarget.All,
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"MakeChoiceTextVisible");
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_ChoiceCards.SendCustomNetworkEvent(NetworkEventTarget.All, "MakeChoiceTextVisible");
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}
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public bool VerifyMultipleChoiceResponse(int CorrectResponse)
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@@ -154,20 +148,14 @@ public class PlayerPodium : UdonSharpBehaviour
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{
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_RiskCards.gameObject.SetActive(Enable);
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_RiskCards.ResetCards();
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NetworkCalling.SendCustomNetworkEvent(
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(IUdonEventReceiver)_RiskCards,
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NetworkEventTarget.Owner,
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"MakeRiskTextVisible");
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_RiskCards.SendCustomNetworkEvent(NetworkEventTarget.Owner, "MakeRiskTextVisible");
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}
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[NetworkCallable]
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public void LockInRisk()
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{
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_RiskCards.LockInChoice();
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NetworkCalling.SendCustomNetworkEvent(
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(IUdonEventReceiver)_RiskCards,
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NetworkEventTarget.All,
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"MakeRiskTextVisible");
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_RiskCards.SendCustomNetworkEvent(NetworkEventTarget.All, "MakeRiskTextVisible");
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}
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[NetworkCallable]
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