.hasMoreElements();) {
AbstractEntityAction o = e.nextElement();
if (o instanceof WeaponAttackAction) {
WeaponAttackAction waa = (WeaponAttackAction) o;
Entity attacker = waa.getEntity(client.game);
Targetable target = waa.getTarget(client.game);
boolean curInFrontArc = Compute.isInArc(attacker.getPosition(),
attacker.getSecondaryFacing(), target.getPosition(),
Compute.ARC_FORWARD);
if (curInFrontArc) {
WeaponAttackAction waa2 = new WeaponAttackAction(waa
.getEntityId(), waa.getTargetType(), waa
.getTargetId(), waa.getWeaponId());
waa2.setAimedLocation(waa.getAimedLocation());
waa2.setAimingMode(waa.getAimingMode());
waa2.setOtherAttackInfo(waa.getOtherAttackInfo());
newAttacks.addElement(waa2);
}
} else {
newAttacks.addElement(o);
}
}
for (Enumeration<AbstractEntityAction> e = attacks.elements(); e
.hasMoreElements();) {
Object o = e.nextElement();
if (o instanceof WeaponAttackAction) {
WeaponAttackAction waa = (WeaponAttackAction) o;
Entity attacker = waa.getEntity(client.game);
Targetable target = waa.getTarget(client.game);
boolean curInFrontArc = Compute.isInArc(attacker.getPosition(),
attacker.getSecondaryFacing(), target.getPosition(),
Compute.ARC_FORWARD);
if (!curInFrontArc) {
WeaponAttackAction waa2 = new WeaponAttackAction(waa
.getEntityId(), waa.getTargetType(), waa
.getTargetId(), waa.getWeaponId());