@Override protected boolean handleSpecialMiss(Entity entityTarget, boolean bldgDamagedOnMiss, Building bldg, Vector<Report> vPhaseReport) { int priority = 1; EquipmentMode mode = (weapon.curMode()); if (mode != null) { if (mode.getName().equals("1-shot")) { priority = 1; } else if (mode.getName().equals("2-shot")) { priority = 2; } else if (mode.getName().equals("3-shot")) { priority = 3; } else if (mode.getName().equals("4-shot")) { priority = 4; } } // add even misses, as they waste homing missiles. TagInfo info = new TagInfo(ae.getId(), target.getTargetType(), target, priority, true); game.addTagInfo(info); return false; }
game.addTagInfo(info); entityTarget.setTaggedBy(ae.getId()); Report r = new Report(3188);
game.addTagInfo(info); r = new Report(3390); r.subject = subjectId;
Vector<TagInfo> vti = (Vector<TagInfo>) c.getObject(0); for (TagInfo ti : vti) { game.addTagInfo(ti);
Vector<TagInfo> vti = (Vector<TagInfo>) c.getObject(0); for (TagInfo ti : vti) { getGame().addTagInfo(ti);