Slots are slots; blueprint logic not needed on back-end.
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@@ -804,17 +804,16 @@ public class Mob extends AbstractIntelligenceAgent {
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this.level = 1;
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//add this npc to building
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if (this.building != null && this.loadID != 0 && building.getBlueprintUUID() != 0) {
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int maxSlots;
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maxSlots = building.getBlueprint().getSlotsForRank(this.building.getRank());
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if (this.building != null) {
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for (int slot = 1; slot < maxSlots + 1; slot++) {
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int maxSlots = 10;
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for (int slot = 1; slot < maxSlots + 1; slot++)
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if (!this.building.getHirelings().containsValue(slot)) {
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this.building.getHirelings().put(this, slot);
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break;
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}
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}
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}
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//set bonuses
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@@ -354,28 +354,12 @@ public class NPC extends AbstractCharacter {
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if (this.building != null) {
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if (building.getBlueprint() != null) {
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int maxSlots = 10;
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int maxSlots;
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maxSlots = building.getBlueprint().getSlotsForRank(this.building.getRank());
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for (int slot = 1; slot < maxSlots + 1; slot++) {
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if (!this.building.getHirelings().containsValue(slot)) {
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this.building.getHirelings().put(this, slot);
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break;
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}
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}
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} else {
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int maxSlots = 10;
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for (int slot = 1; slot < maxSlots + 1; slot++) {
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if (!this.building.getHirelings().containsValue(slot)) {
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this.building.getHirelings().put(this, slot);
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break;
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}
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}
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for (int slot = 1; slot < maxSlots + 1; slot++)
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if (!this.building.getHirelings().containsValue(slot)) {
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this.building.getHirelings().put(this, slot);
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break;
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}
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}
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