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Fix incorrect default transfer_mode in high-level multiplayer tutorial
The documentation incorrectly stated that the default transfer_mode for `@rpc` is "unreliable", but the actual default in Godot's source code is "reliable". GDScript ref:3b48b0110e/modules/multiplayer/scene_rpc_interface.cpp (L90)C# ref:3b48b0110e/modules/mono/glue/GodotSharp/GodotSharp/Core/Attributes/RpcAttribute.cs (L27)Fixes #8874
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@@ -274,11 +274,11 @@ The annotation can take a number of arguments, which have default values. ``@rpc
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.. tabs::
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.. code-tab:: gdscript GDScript
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@rpc("authority", "call_remote", "unreliable", 0)
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@rpc("authority", "call_remote", "reliable", 0)
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.. code-tab:: csharp
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[Rpc(MultiplayerApi.RpcMode.Authority, CallLocal = false, TransferMode = MultiplayerPeer.TransferModeEnum.Unreliable, TransferChannel = 0)]
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[Rpc(MultiplayerApi.RpcMode.Authority, CallLocal = false, TransferMode = MultiplayerPeer.TransferModeEnum.Reliable, TransferChannel = 0)]
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The parameters and their functions are as follows:
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