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