if (!flak) {
vPhaseReport.addAll(tryClearHex(coords, damage * 2, subjectId));
}
Building bldg = game.getBoard().getBuildingAt(coords);
int bldgAbsorbs = 0;
if ((bldg != null) && !(flak && (flakElevation > hex.terrainLevel(Terrains.BLDG_ELEV)))) {
bldgAbsorbs = bldg.getPhaseCF(coords) / 10;
if (!((ammo != null) && (ammo.getMunitionType() == AmmoType.M_FLECHETTE))) {
// damage the building
Vector<Report> buildingReport = damageBuilding(bldg, damage, coords);
for (Report report : buildingReport) {