Do local RPC calls from the PhotonTarget.All parameter count towards the room's messages per second?

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Just what the title says. I have a two-player game, and I'm seeing message counts which are at least twice as high as I would expect. There are a lot of PhotonTarget.All RPC calls being made, and I wonder if that surplus of messages could be explaned by those RPCs counting as two messages, even though from the server they only go to one of the players. It does just go to the recieving player, right? Does it even go to the server, or does it go directly to the other player? In the former case, would it count as two messages, or one?