diff --git a/src/engine/objects/Building.java b/src/engine/objects/Building.java index ba135dbd..e8ee3f1d 100644 --- a/src/engine/objects/Building.java +++ b/src/engine/objects/Building.java @@ -160,38 +160,20 @@ public class Building extends AbstractWorldObject { // in City resulting in a stack ovreflow. if (blueprint != null) { - // Only switch mesh for player dropped structures - if (this.blueprintUUID != 0) this.meshUUID = blueprint.getMeshForRank(rank); - this.healthMax = blueprint.getMaxHealth(this.rank); - - } else { - this.healthMax = 100000; // Structures with no blueprint mesh - this.setHealth(healthMax); - } - - if(this.getBlueprint() != null && this.getBlueprint().getBuildingGroup() != null && this.getBlueprint().isWallPiece()){ - City cityObject = ZoneManager.getCityAtLocation(this.loc); - if(cityObject.getTOL().getRank() == 8) { - float currentHealthRatio = this.getCurrentHitpoints() / this.healthMax; - float newMax = this.healthMax * 1.1f; - this.setMaxHitPoints(newMax); - this.setHealth(this.healthMax * currentHealthRatio); - } - } - // If this object has no blueprint but is a blueprint // mesh then set it's current health to max health - if (this.blueprintUUID == 0) this.setHealth(healthMax); - if (blueprint.getBuildingGroup().equals(BuildingGroup.BARRACK)) this.patrolPoints = DbManager.BuildingQueries.LOAD_PATROL_POINTS(this); - + } else { + this.healthMax = 100000; // Structures with no blueprint mesh + this.setHealth(healthMax); + } if(!this.ownerIsNPC){ //add extra HP for city walls of R8 trees