Easy fix.
Replace the following code with the code that comes below it.
private void RunEffect(IEnumerable<BasePlayer> targets, string prefab, uint prefabId)
{
_effect.Init(Effect.Type.Generic, Vector3.zero, Vector3.zero);
_effect.pooledString = prefab;
_effect.pooledstringid = prefabId;
foreach (var target in targets)
{
Net.sv.write.Start();
Net.sv.write.PacketID(Message.Type.Effect);
_effect.entity = target.net.ID;
_effect.worldPos = target.transform.position;
_effect.WriteToStream(Net.sv.write);
Net.sv.write.Send(new SendInfo(target.net.connection));
}
}
private void RunEffect(IEnumerable<BasePlayer> targets, string prefab, uint prefabId)
{
_effect.Init(Effect.Type.Generic, Vector3.zero, Vector3.zero);
_effect.pooledString = prefab;
_effect.pooledstringid = prefabId;
foreach (var target in targets)
{
NetWrite netWrite = Network.Net.sv.StartWrite();
netWrite.PacketID(Message.Type.Effect);
_effect.entity = target.net.ID;
_effect.worldPos = target.transform.position;
_effect.WriteToStream(netWrite);
netWrite.Send(new SendInfo(target.net.connection));
}
}