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UnityEngine.Object.Instantiate[GameObject] (UnityEngine.GameObject original)
SDG.Unturned.BarricadeTool.getBarricade (UnityEngine.Transform parent, Byte hp, UInt64 owner, UInt64 group, Vector3 pos, Quaternion rot, UInt16 id, System.Byte[] state, SDG.Unturned.ItemBarricadeAsset asset)
SDG.Unturned.BarricadeManager.spawnBarricade (SDG.Unturned.BarricadeRegion region, UInt16 id, System.Byte[] state, Vector3 point, Byte angle_x, Byte angle_y, Byte angle_z, Byte hp, UInt64 owner, UInt64 group, UInt32 instanceID)
SDG.Unturned.BarricadeManager.dropBarricade (SDG.Unturned.Barricade barricade, UnityEngine.Transform hit, Vector3 point, Single angle_x, Single angle_y, Single angle_z, UInt64 owner, UInt64 group)
SDG.Unturned.UseableBarricade.simulate (UInt32 simulation, Boolean inputSteady)
SDG.Unturned.PlayerEquipment.simulate (UInt32 simulation, Boolean inputPrimary, Boolean inputSecondary, Boolean inputSteady)
UnityEngine.Debug:LogException(Exception)
SDG.Unturned.PlayerEquipment:simulate(UInt32, Boolean, Boolean, Boolean)
SDG.Unturned.PlayerInput:FixedUpdate()
ArgumentException: The Object you want to instantiate is null. - UnityEngine.Object.CheckNullArgument (System.Object arg, System.String message)
UnityEngine.Object.Instantiate[GameObject] (UnityEngine.GameObject original)
SDG.Unturned.BarricadeTool.getBarricade (UnityEngine.Transform parent, Byte hp, UInt64 owner, UInt64 group, Vector3 pos, Quaternion rot, UInt16 id, System.Byte[] state, SDG.Unturned.ItemBarricadeAsset asset)
SDG.Unturned.BarricadeManager.spawnBarricade (SDG.Unturned.BarricadeRegion region, UInt16 id, System.Byte[] state, Vector3 point, Byte angle_x, Byte angle_y, Byte angle_z, Byte hp, UInt64 owner, UInt64 group, UInt32 instanceID)
SDG.Unturned.BarricadeManager.dropBarricade (SDG.Unturned.Barricade barricade, UnityEngine.Transform hit, Vector3 point, Single angle_x, Single angle_y, Single angle_z, UInt64 owner, UInt64 group)
SDG.Unturned.UseableBarricade.simulate (UInt32 simulation, Boolean inputSteady)
SDG.Unturned.PlayerEquipment.simulate (UInt32 simulation, Boolean inputPrimary, Boolean inputSecondary, Boolean inputSteady)
UnityEngine.Debug:LogException(Exception)
SDG.Unturned.PlayerEquipment:simulate(UInt32, Boolean, Boolean, Boolean)
SDG.Unturned.PlayerInput:FixedUpdate()
ArgumentException: The Object you want to instantiate is null. - UnityEngine.Object.CheckNullArgument (System.Object arg, System.String message)
UnityEngine.Object.Instantiate[GameObject] (UnityEngine.GameObject original)
SDG.Unturned.BarricadeTool.getBarricade (UnityEngine.Transform parent, Byte hp, UInt64 owner, UInt64 group, Vector3 pos, Quaternion rot, UInt16 id, System.Byte[] state, SDG.Unturned.ItemBarricadeAsset asset)
SDG.Unturned.BarricadeManager.spawnBarricade (SDG.Unturned.BarricadeRegion region, UInt16 id, System.Byte[] state, Vector3 point, Byte angle_x, Byte angle_y, Byte angle_z, Byte hp, UInt64 owner, UInt64 group, UInt32 instanceID)
SDG.Unturned.BarricadeManager.dropBarricade (SDG.Unturned.Barricade barricade, UnityEngine.Transform hit, Vector3 point, Single angle_x, Single angle_y, Single angle_z, UInt64 owner, UInt64 group)
SDG.Unturned.UseableBarricade.simulate (UInt32 simulation, Boolean inputSteady)
SDG.Unturned.PlayerEquipment.simulate (UInt32 simulation, Boolean inputPrimary, Boolean inputSecondary, Boolean inputSteady)
UnityEngine.Debug:LogException(Exception)
SDG.Unturned.PlayerEquipment:simulate(UInt32, Boolean, Boolean, Boolean)
SDG.Unturned.PlayerInput:FixedUpdate()
ArgumentException: The Object you want to instantiate is null. - UnityEngine.Object.CheckNullArgument (System.Object arg, System.String message)
UnityEngine.Object.Instantiate[GameObject] (UnityEngine.GameObject original)
SDG.Unturned.BarricadeTool.getBarricade (UnityEngine.Transform parent, Byte hp, UInt64 owner, UInt64 group, Vector3 pos, Quaternion rot, UInt16 id, System.Byte[] state, SDG.Unturned.ItemBarricadeAsset asset)
SDG.Unturned.BarricadeManager.spawnBarricade (SDG.Unturned.BarricadeRegion region, UInt16 id, System.Byte[] state, Vector3 point, Byte angle_x, Byte angle_y, Byte angle_z, Byte hp, UInt64 owner, UInt64 group, UInt32 instanceID)
SDG.Unturned.BarricadeManager.dropBarricade (SDG.Unturned.Barricade barricade, UnityEngine.Transform hit, Vector3 point, Single angle_x, Single angle_y, Single angle_z, UInt64 owner, UInt64 group)
SDG.Unturned.UseableBarricade.simulate (UInt32 simulation, Boolean inputSteady)
SDG.Unturned.PlayerEquipment.simulate (UInt32 simulation, Boolean inputPrimary, Boolean inputSecondary, Boolean inputSteady)
UnityEngine.Debug:LogException(Exception)
SDG.Unturned.PlayerEquipment:simulate(UInt32, Boolean, Boolean, Boolean)
SDG.Unturned.PlayerInput:FixedUpdate()
ArgumentException: The Object you want to instantiate is null. - UnityEngine.Object.CheckNullArgument (System.Object arg, System.String message)
UnityEngine.Object.Instantiate[GameObject] (UnityEngine.GameObject original)
SDG.Unturned.BarricadeTool.getBarricade (UnityEngine.Transform parent, Byte hp, UInt64 owner, UInt64 group, Vector3 pos, Quaternion rot, UInt16 id, System.Byte[] state, SDG.Unturned.ItemBarricadeAsset asset)
SDG.Unturned.BarricadeManager.spawnBarricade (SDG.Unturned.BarricadeRegion region, UInt16 id, System.Byte[] state, Vector3 point, Byte angle_x, Byte angle_y, Byte angle_z, Byte hp, UInt64 owner, UInt64 group, UInt32 instanceID)
SDG.Unturned.BarricadeManager.dropBarricade (SDG.Unturned.Barricade barricade, UnityEngine.Transform hit, Vector3 point, Single angle_x, Single angle_y, Single angle_z, UInt64 owner, UInt64 group)
SDG.Unturned.UseableBarricade.simulate (UInt32 simulation, Boolean inputSteady)
SDG.Unturned.PlayerEquipment.simulate (UInt32 simulation, Boolean inputPrimary, Boolean inputSecondary, Boolean inputSteady)
UnityEngine.Debug:LogException(Exception)
SDG.Unturned.PlayerEquipment:simulate(UInt32, Boolean, Boolean, Boolean)
SDG.Unturned.PlayerInput:FixedUpdate()
ArgumentException: The Object you want to instantiate is null. - UnityEngine.Object.CheckNullArgument (System.Object arg, System.String message)
UnityEngine.Object.Instantiate[GameObject] (UnityEngine.GameObject original)
SDG.Unturned.BarricadeTool.getBarricade (UnityEngine.Transform parent, Byte hp, UInt64 owner, UInt64 group, Vector3 pos, Quaternion rot, UInt16 id, System.Byte[] state, SDG.Unturned.ItemBarricadeAsset asset)
SDG.Unturned.BarricadeManager.spawnBarricade (SDG.Unturned.BarricadeRegion region, UInt16 id, System.Byte[] state, Vector3 point, Byte angle_x, Byte angle_y, Byte angle_z, Byte hp, UInt64 owner, UInt64 group, UInt32 instanceID)
SDG.Unturned.BarricadeManager.dropBarricade (SDG.Unturned.Barricade barricade, UnityEngine.Transform hit, Vector3 point, Single angle_x, Single angle_y, Single angle_z, UInt64 owner, UInt64 group)
SDG.Unturned.UseableBarricade.simulate (UInt32 simulation, Boolean inputSteady)
SDG.Unturned.PlayerEquipment.simulate (UInt32 simulation, Boolean inputPrimary, Boolean inputSecondary, Boolean inputSteady)
UnityEngine.Debug:LogException(Exception)
SDG.Unturned.PlayerEquipment:simulate(UInt32, Boolean, Boolean, Boolean)
SDG.Unturned.PlayerInput:FixedUpdate()
ArgumentException: The Object you want to instantiate is null. - UnityEngine.Object.CheckNullArgument (System.Object arg, System.String message)
UnityEngine.Object.Instantiate[GameObject] (UnityEngine.GameObject original)
SDG.Unturned.BarricadeTool.getBarricade (UnityEngine.Transform parent, Byte hp, UInt64 owner, UInt64 group, Vector3 pos, Quaternion rot, UInt16 id, System.Byte[] state, SDG.Unturned.ItemBarricadeAsset asset)
SDG.Unturned.BarricadeManager.spawnBarricade (SDG.Unturned.BarricadeRegion region, UInt16 id, System.Byte[] state, Vector3 point, Byte angle_x, Byte angle_y, Byte angle_z, Byte hp, UInt64 owner, UInt64 group, UInt32 instanceID)
SDG.Unturned.BarricadeManager.dropBarricade (SDG.Unturned.Barricade barricade, UnityEngine.Transform hit, Vector3 point, Single angle_x, Single angle_y, Single angle_z, UInt64 owner, UInt64 group)
SDG.Unturned.UseableBarricade.simulate (UInt32 simulation, Boolean inputSteady)
SDG.Unturned.PlayerEquipment.simulate (UInt32 simulation, Boolean inputPrimary, Boolean inputSecondary, Boolean inputSteady)
UnityEngine.Debug:LogException(Exception)
SDG.Unturned.PlayerEquipment:simulate(UInt32, Boolean, Boolean, Boolean)
SDG.Unturned.PlayerInput:FixedUpdate()
ArgumentException: The Object you want to instantiate is null. - UnityEngine.Object.CheckNullArgument (System.Object arg, System.String message)
UnityEngine.Object.Instantiate[GameObject] (UnityEngine.GameObject original)
SDG.Unturned.BarricadeTool.getBarricade (UnityEngine.Transform parent, Byte hp, UInt64 owner, UInt64 group, Vector3 pos, Quaternion rot, UInt16 id, System.Byte[] state, SDG.Unturned.ItemBarricadeAsset asset)
SDG.Unturned.BarricadeManager.spawnBarricade (SDG.Unturned.BarricadeRegion region, UInt16 id, System.Byte[] state, Vector3 point, Byte angle_x, Byte angle_y, Byte angle_z, Byte hp, UInt64 owner, UInt64 group, UInt32 instanceID)
SDG.Unturned.BarricadeManager.dropBarricade (SDG.Unturned.Barricade barricade, UnityEngine.Transform hit, Vector3 point, Single angle_x, Single angle_y, Single angle_z, UInt64 owner, UInt64 group)
SDG.Unturned.UseableBarricade.simulate (UInt32 simulation, Boolean inputSteady)
SDG.Unturned.PlayerEquipment.simulate (UInt32 simulation, Boolean inputPrimary, Boolean inputSecondary, Boolean inputSteady)