shrines can be looted once destroyed
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@@ -5,6 +5,7 @@ import engine.Enum.DispatchChannel;
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import engine.Enum.GameObjectType;
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import engine.Enum.GameObjectType;
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import engine.exception.MsgSendException;
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import engine.exception.MsgSendException;
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import engine.gameManager.BuildingManager;
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import engine.gameManager.BuildingManager;
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import engine.gameManager.DbManager;
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import engine.gameManager.SessionManager;
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import engine.gameManager.SessionManager;
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import engine.gameManager.ZoneManager;
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import engine.gameManager.ZoneManager;
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import engine.math.Bounds;
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import engine.math.Bounds;
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@@ -130,6 +131,14 @@ public class ManageCityAssetMsgHandler extends AbstractClientMsgHandler {
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ErrorPopupMsg.sendErrorPopup(player, 166); // There is no more favor in this shrine to loot
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ErrorPopupMsg.sendErrorPopup(player, 166); // There is no more favor in this shrine to loot
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return true;
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return true;
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}
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}
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//loot elan stones
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MobLoot elanStones = new MobLoot(player,ItemBase.getItemBase(1705032),1,false);
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Item promotedItem = elanStones.promoteToItem(player);
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promotedItem.setNumOfItems(shrine.getFavors());
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player.getCharItemManager().addItemToInventory(promotedItem);
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DbManager.ItemQueries.UPDATE_NUM_ITEMS(promotedItem,promotedItem.getNumOfItems(),1);
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player.getCharItemManager().updateInventory();
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shrine.setFavors(0);
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break;
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break;
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case WAREHOUSE:
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case WAREHOUSE:
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Warehouse warehouse = Warehouse.warehouseByBuildingUUID.get(building.getObjectUUID());
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Warehouse warehouse = Warehouse.warehouseByBuildingUUID.get(building.getObjectUUID());
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