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BCE0049 error with networking script

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Hi, i am having some issues with my network script, it is supposed to let players host their own games or join existing ones. My problem is that when i compile the script i get error BCE0049 on line 78. Help please. Here is the code: var playerPrefab:GameObject; var spawnObject:Transform; var gameHead:String = "SMOKE_WarOfBlocks"; var gameName:String = "War Of Blocks"; var description:String = "Multiplayer TDS"; var numberOfPlayers:int = 32; var port:int = 26100; private var refreshing:boolean; private var host:HostData[]; private var btnX:float; private var btnY:float; private var btnW:float; private var btnH:float; function Start(){ btnX = Screen.width * 0.005; btnY = Screen.width * 0.005; btnW = Screen.width * 0.1; btnH = Screen.width * 0.1; } function startServer(){ Network.InitializeServer(numberOfPlayers, port, !Network.HavePublicAddress); MasterServer.RegisterHost(gameHead, gameName, description); } function refreshHostList(){ MasterServer.RequestHostList(gameHead); refreshing = true; } function Update(){ if(refreshing){ if(MasterServer.PollHostList().Length > 0){ refreshing = false; Debug.Log(MasterServer.PollHostList().Length); host = MasterServer.PollHostList(); } } } function spawnPlayer(){ Network.Instantiate(playerPrefab, spawnObject.position, Quaternion.identity, 0); } //Messages function OnServerInitialized(){ Debug.Log("Server initialized"); spawnPlayer(); } function OnConnectedToServer(){ spawnPlayer(); } function OnMasterServerEvent(mse:MasterServerEvent){ if(mse == MasterServerEvent.RegistrationSucceeded){ Debug.Log("Registered Server"); } } //GUI function OnGUI(){ if(!Network.isClient && !Network.isServer){ if(GUI.Button(Rect(btnX, btnY, btnW, btnH), "Start Server")){ Debug.Log("Starting Server"); startServer(); } if(GUI.Button(Rect(btnX * 1.2 + btnW, btnY, btnW, btnH), "Refresh Hosts")){ Debug.Log("Refreshing"); refreshHostList(); } if(host){ for(var i:int = 0; i < host.length; i++){ if(GUI.Button(Rect(btnX * 25 + btnW, btnY * 1.2 + (btnH * i), btnW * 3, btnH * 0.5), host[i])){ Network.Connect(host[i]); } } } } }

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