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Sync classref with current source
Changes order of brief/long descriptions and removes category as per godotengine/godot#35132.
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@@ -11,13 +11,17 @@ MultiplayerAPI
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**Inherits:** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>`
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**Category:** Core
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Brief Description
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-----------------
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High-level multiplayer API.
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Description
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-----------
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This class implements most of the logic behind the high-level multiplayer API.
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By default, :ref:`SceneTree<class_SceneTree>` has a reference to this class that is used to provide multiplayer capabilities (i.e. RPC/RSET) across the whole scene.
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It is possible to override the MultiplayerAPI instance used by specific Nodes by setting the :ref:`Node.custom_multiplayer<class_Node_property_custom_multiplayer>` property, effectively allowing to run both client and server in the same scene.
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Properties
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----------
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@@ -144,15 +148,6 @@ enum **RPCMode**:
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- **RPC_MODE_PUPPETSYNC** = **6** --- Behave like :ref:`RPC_MODE_PUPPET<class_MultiplayerAPI_constant_RPC_MODE_PUPPET>` but also make the call or property change locally. Analogous to the ``puppetsync`` keyword.
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Description
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-----------
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This class implements most of the logic behind the high-level multiplayer API.
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By default, :ref:`SceneTree<class_SceneTree>` has a reference to this class that is used to provide multiplayer capabilities (i.e. RPC/RSET) across the whole scene.
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It is possible to override the MultiplayerAPI instance used by specific Nodes by setting the :ref:`Node.custom_multiplayer<class_Node_property_custom_multiplayer>` property, effectively allowing to run both client and server in the same scene.
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Property Descriptions
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---------------------
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