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Question by LiOn0X0HeaRt · Jun 24, 2015 at 10:56 AM · c#unity5

Rpc function "RpcDamage" called on Client code

This error keeps popping even though the script is working as its supposed to , This is my code

     using UnityEngine;
     using System.Collections;
     using UnityEngine.Networking;
     public class HitSimulate : NetworkBehaviour {
     public Transform raycastCenter;
     public LayerMask playerMask;
     public Collider[] overlapCasts;
     public float radius=1;
     
     
     public PlayerGetHit playerGetHit;
     
     public Animator animator;
     public bool cast1;
     public bool attack1;
     [SyncVar]
     public GameObject HittedPlayer;
         [SyncVar]
         public Transform Hitter;
     public bool timeTillSendAttackAgain;
         public float timeTillSendAttackAgainTimer = 0.2f;
         [SyncVar]
         public bool attacked;
         // Use this for initialization
         void Start () {
         raycastCenter = transform.FindChild("rayCenter");
     playerGetHit = GetComponentInParent<PlayerGetHit>();
     
     animator = GetComponent<Animator>();
         }
         
         public void AnimationCast1True()
         {
             cast1 = true;
         }
         public void AnimationCast1False()
         {
             cast1 = false;
             animator.SetBool("Attack1",false);
              attack1 = false;
         }
             
         void Update () {
     
                 if(timeTillSendAttackAgain == true)
                 {
                     timeTillSendAttackAgainTimer -=Time.deltaTime;
                     if(timeTillSendAttackAgainTimer <=0)
                     {
                         timeTillSendAttackAgain = false;
                         timeTillSendAttackAgainTimer = 0.2f;
                     }
                 }
         
         if(Input.GetMouseButton(0))
         {if(isLocalPlayer == true){
                 animator.SetBool("Attack1",true);
                 attack1 = true;
                 }
         }
         if(cast1 == true){
     
         overlapCasts =     Physics.OverlapSphere(raycastCenter.position,radius,playerMask);
             }else{
                 overlapCasts = null;
             }
             if(overlapCasts != null){
                 foreach(Collider tmp in overlapCasts)
                 {
                     if(tmp != null){
                         
                             //Debug.DrawLine(transform.position,tmp.gameObject.transform.position,Color.red);
                         
                 //    tmp.GetComponent<PhotonView>().RPC("Damage",PhotonTargets.All,transform.parent.forward);
     if(timeTillSendAttackAgain == false){
     
     
                                     RpcDamagePlayer(tmp.gameObject,transform);
                             
                     
                             //    RpcDamagePlayer(tmp.gameObject);
     
                     timeTillSendAttackAgain = true;
         
                     }
                     
                     }
                 }
             }
         
     
     
         }//Update Finish
         
         //
         [Command]
         void CmdAttackTest(bool attack)
         {
         attacked = attack;
         }
     
     [Command]
         void CmdDamagePlayer(GameObject hittedPlayer,Transform hitter)
         {
             
     /*HittedPlayer = hittedPlayer;
     Hitter = hitter;
     
                 CmdAttackTest(true);*/
             hittedPlayer.GetComponent<PlayerGetHit>().Damage(transform.forward);
             Debug.Log(hittedPlayer.name);
         
         }
         [ClientRpc]
         void RpcDamagePlayer(GameObject hittedPlayer,Transform hitter)
         {
             
             
             //hittedPlayer=    hittedPlayer;
         
         
     if(!isLocalPlayer){
             Debug.Log(hittedPlayer.name);
             hittedPlayer.GetComponent<PlayerGetHit>().Damage(transform.forward);
             }
             
             //    hittedPlayer.GetComponent<PlayerGetHit>().curHealth -=10;
             
         }
         
         
         }
         
         
         
     
         
         
         
         
         
         
         
     
     
     
     
     
     
     
 
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