package resources.objects.intangible; import network.packets.swg.zone.SceneEndBaselines; import network.packets.swg.zone.baselines.Baseline.BaselineType; import resources.network.BaselineBuilder; import resources.objects.SWGObject; import resources.player.Player; public class IntangibleObject extends SWGObject { private static final long serialVersionUID = 1L; private int count = 0; public IntangibleObject(long objectId) { super(objectId); } public int getCount() { return count; } public void setCount(int count) { this.count = count; } public void createBaseline3(Player target, BaselineBuilder bb) { super.createBaseline3(target, bb); bb.addInt(count); bb.incremeantOperandCount(1); } public void createBaseline6(Player target, BaselineBuilder bb) { super.createBaseline6(target, bb); } public void createObject(Player target) { super.sendSceneCreateObject(target); BaselineBuilder bb = new BaselineBuilder(this, BaselineType.ITNO, 3); createBaseline3(target, bb); bb.sendTo(target); // Probably won't need to send this as it only contains server id. Game will not crash if you exclude this baseline (PLAY6 is only one who sends this atm) bb = new BaselineBuilder(this, BaselineType.ITNO, 6); createBaseline6(target, bb); bb.sendTo(target); createChildrenObjects(target); target.sendPacket(new SceneEndBaselines(getObjectId())); } }