Examples of usedInPhase()


Examples of megamek.common.Mounted.usedInPhase()

                    wn.append(" ");
                    wn.append(mounted.curMode().getDisplayableName());
                }
                weaponList.add(wn.toString());
                if (mounted.isUsedThisRound()
                        && (game.getPhase() == mounted.usedInPhase())
                        && (game.getPhase() == IGame.Phase.PHASE_FIRING)) {
                    // add heat from weapons fire to heat tracker
                    if (entity.usesWeaponBays()) {
                        // if using bay heat option then don't add total arc
                        if (game.getOptions().booleanOption("heat_by_bay")) {
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Examples of megamek.common.Mounted.usedInPhase()

                    wn.append(mounted.curMode().getDisplayableName());
                }
                ((DefaultListModel) weaponList.getModel()).addElement(wn
                        .toString());
                if (mounted.isUsedThisRound()
                        && (game.getPhase() == mounted.usedInPhase())
                        && (game.getPhase() == IGame.Phase.PHASE_FIRING)) {
                    // add heat from weapons fire to heat tracker
                    if (entity.usesWeaponBays()) {
                        // if using bay heat option then don't add total arc
                        if (game.getOptions().booleanOption("heat_by_bay")) {
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Examples of megamek.common.Mounted.usedInPhase()

                    // Energy Weapons
                    for (int pos = 0; pos < Weapons; pos++) {
                        int weaponNum = gui.mechD.wPan.getSelectedWeaponNum();
                        Mounted mounted = myEntity.getEquipment(weaponNum);

                        if (mounted.getType().hasFlag(WeaponType.F_ENERGY) && mounted.usedInPhase() == IGame.Phase.PHASE_UNKNOWN) {
                            panel.fire();
                        } else {
                            panel.nextWeapon();
                        }
                    }
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Examples of megamek.common.Mounted.usedInPhase()

                    // Ballistic Weapons
                    for (int pos = 0; pos < Weapons; pos++) {
                        int weaponNum = gui.mechD.wPan.getSelectedWeaponNum();
                        Mounted mounted = myEntity.getEquipment(weaponNum);

                        if (mounted.getType().hasFlag(WeaponType.F_BALLISTIC) && mounted.usedInPhase() == IGame.Phase.PHASE_UNKNOWN) {
                            panel.fire();
                        } else {
                            panel.nextWeapon();
                        }
                    }
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Examples of megamek.common.Mounted.usedInPhase()

                    // Missile Weapons
                    for (int pos = 0; pos < Weapons; pos++) {
                        int weaponNum = gui.mechD.wPan.getSelectedWeaponNum();
                        Mounted mounted = myEntity.getEquipment(weaponNum);

                        if (mounted.usedInPhase() == IGame.Phase.PHASE_UNKNOWN) {
                            panel.fire();
                        } else {
                            panel.nextWeapon();
                        }
                    }
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Examples of megamek.common.Mounted.usedInPhase()

                    // Energy Weapons
                    for (int pos = 0; pos < Weapons; pos++) {
                        int weaponNum = gui.mechD.wPan.getSelectedWeaponNum();
                        Mounted mounted = myEntity.getEquipment(weaponNum);

                        if (mounted.getType().hasFlag(WeaponType.F_ENERGY) && mounted.usedInPhase() == IGame.Phase.PHASE_UNKNOWN) {
                            panel.fire();
                        } else {
                            panel.nextWeapon();
                        }
                    }
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Examples of megamek.common.Mounted.usedInPhase()

                    // Ballistic Weapons
                    for (int pos = 0; pos < Weapons; pos++) {
                        int weaponNum = gui.mechD.wPan.getSelectedWeaponNum();
                        Mounted mounted = myEntity.getEquipment(weaponNum);

                        if (mounted.getType().hasFlag(WeaponType.F_BALLISTIC) && mounted.usedInPhase() == IGame.Phase.PHASE_UNKNOWN) {
                            panel.fire();
                        } else {
                            panel.nextWeapon();
                        }
                    }
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Examples of megamek.common.Mounted.usedInPhase()

                    // Missile Weapons
                    for (int pos = 0; pos < Weapons; pos++) {
                        int weaponNum = gui.mechD.wPan.getSelectedWeaponNum();
                        Mounted mounted = myEntity.getEquipment(weaponNum);

                        if (mounted.usedInPhase() == IGame.Phase.PHASE_UNKNOWN) {
                            panel.fire();
                        } else {
                            panel.nextWeapon();
                        }
                    }
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