|  |  | @ -166,6 +166,13 @@ public class Building extends AbstractWorldObject { | 
			
		
	
		
		
			
				
					
					|  |  |  |                 if (this.blueprintUUID != 0) |  |  |  |                 if (this.blueprintUUID != 0) | 
			
		
	
		
		
			
				
					
					|  |  |  |                     this.meshUUID = blueprint.getMeshForRank(rank); |  |  |  |                     this.meshUUID = blueprint.getMeshForRank(rank); | 
			
		
	
		
		
			
				
					
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					|  |  |  |  |  |  |  |                 this.healthMax = blueprint.getMaxHealth(this.rank); | 
			
		
	
		
		
			
				
					
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					|  |  |  |  |  |  |  |             } else { | 
			
		
	
		
		
			
				
					
					|  |  |  |  |  |  |  |                 this.healthMax = 100000;  // Structures with no blueprint mesh
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					|  |  |  |  |  |  |  |                 this.setHealth(healthMax); | 
			
		
	
		
		
			
				
					
					|  |  |  |  |  |  |  |             } | 
			
		
	
		
		
			
				
					
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					|  |  |  |                 if(this.getBlueprint() != null && this.getBlueprint().getBuildingGroup() != null && this.getBlueprint().isWallPiece()){ |  |  |  |                 if(this.getBlueprint() != null && this.getBlueprint().getBuildingGroup() != null && this.getBlueprint().isWallPiece()){ | 
			
		
	
		
		
			
				
					
					|  |  |  |                     City cityObject = ZoneManager.getCityAtLocation(this.loc); |  |  |  |                     City cityObject = ZoneManager.getCityAtLocation(this.loc); | 
			
		
	
		
		
			
				
					
					|  |  |  |                     if(cityObject.getTOL().getRank() == 8) { |  |  |  |                     if(cityObject.getTOL().getRank() == 8) { | 
			
		
	
	
		
		
			
				
					|  |  | @ -173,12 +180,9 @@ public class Building extends AbstractWorldObject { | 
			
		
	
		
		
			
				
					
					|  |  |  |                         float newMax = this.healthMax * 1.1f; |  |  |  |                         float newMax = this.healthMax * 1.1f; | 
			
		
	
		
		
			
				
					
					|  |  |  |                         this.setMaxHitPoints(newMax); |  |  |  |                         this.setMaxHitPoints(newMax); | 
			
		
	
		
		
			
				
					
					|  |  |  |                         this.setHealth(this.healthMax * currentHealthRatio); |  |  |  |                         this.setHealth(this.healthMax * currentHealthRatio); | 
			
		
	
		
		
			
				
					
					|  |  |  |                     }else { |  |  |  |  | 
			
		
	
		
		
			
				
					
					|  |  |  |                         this.healthMax = blueprint.getMaxHealth(this.rank); |  |  |  |  | 
			
		
	
		
		
			
				
					
					|  |  |  |                     } |  |  |  |                     } | 
			
		
	
		
		
			
				
					
					|  |  |  |                 } else { |  |  |  |  | 
			
		
	
		
		
			
				
					
					|  |  |  |                     this.healthMax = blueprint.getMaxHealth(this.rank); |  |  |  |  | 
			
		
	
		
		
			
				
					
					|  |  |  |                 } |  |  |  |                 } | 
			
		
	
		
		
			
				
					
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					|  |  |  |                 // If this object has no blueprint but is a blueprint
 |  |  |  |                 // If this object has no blueprint but is a blueprint
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					|  |  |  |                 // mesh then set it's current health to max health
 |  |  |  |                 // mesh then set it's current health to max health
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					|  |  | @ -188,10 +192,6 @@ public class Building extends AbstractWorldObject { | 
			
		
	
		
		
			
				
					
					|  |  |  |                 if (blueprint.getBuildingGroup().equals(BuildingGroup.BARRACK)) |  |  |  |                 if (blueprint.getBuildingGroup().equals(BuildingGroup.BARRACK)) | 
			
		
	
		
		
			
				
					
					|  |  |  |                     this.patrolPoints = DbManager.BuildingQueries.LOAD_PATROL_POINTS(this); |  |  |  |                     this.patrolPoints = DbManager.BuildingQueries.LOAD_PATROL_POINTS(this); | 
			
		
	
		
		
			
				
					
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					|  |  |  |             } else { |  |  |  |  | 
			
		
	
		
		
			
				
					
					|  |  |  |                 this.healthMax = 100000;  // Structures with no blueprint mesh
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					|  |  |  |                 this.setHealth(healthMax); |  |  |  |  | 
			
		
	
		
		
			
				
					
					|  |  |  |             } |  |  |  |  | 
			
		
	
		
		
			
				
					
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					|  |  |  |             if(!this.ownerIsNPC){ |  |  |  |             if(!this.ownerIsNPC){ | 
			
		
	
		
		
			
				
					
					|  |  |  |                 //add extra HP for city walls of R8 trees
 |  |  |  |                 //add extra HP for city walls of R8 trees
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