Ran into a few issues both with T3D 3.0, and networking. Partial fixes.

where SimObject was used, now we use SceneObject for less potential data truncation

following that, a bit of early-out code in the form:
if(!shape->meshes[meshIndex]) continue;

S16 numElements neded alteration to S32 numElements in keeping with the newer size of the element variable

InteriorObjectType no longer exists

reading and writing a raw object ID will not suceed over a network, so we need to turn that
emitMesh into an objectID via the ghosting protocols. (it's also why I picked SceneObject, since that's low enough in the inheritance tree to cover anything visible, and high enough to encompass NetObject)