handle destory or derank for buildings
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@@ -165,7 +165,7 @@ public enum CombatManager {
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break;
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case Building:
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if(attackRange > 15){
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float rangeSquared = attackRange * attackRange;
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float rangeSquared = (attackRange + target.getBounds().getHalfExtents().x) * (attackRange + target.getBounds().getHalfExtents().x);
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//float distanceSquared = attacker.loc.distanceSquared(target.loc);
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if(distanceSquared < rangeSquared) {
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inRange = true;
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@@ -420,7 +420,7 @@ public enum CombatManager {
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if (AbstractCharacter.IsAbstractCharacter(target))
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((AbstractCharacter) target).modifyHealth(-damage, attacker, true);
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else
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((Building) target).setCurrentHitPoints(target.getCurrentHitpoints() - damage);
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((Building) target).modifyHealth(-damage, attacker);
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int attackAnim = getSwingAnimation(null, null, slot.equals(mbEnums.EquipSlotType.RHELD));
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if (attacker.charItemManager.getEquipped().get(slot) != null) {
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