|  |  |  | @ -160,38 +160,20 @@ public class Building extends AbstractWorldObject {@@ -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
 | 
			
		
	
	
		
			
				
					|  |  |  | 
 |