protected int getWeaponAttackIndex(final int weaponDamageType, final int weaponClassification)
	{
		switch(weaponClassification)
		{
		case Weapon.CLASS_RANGED: return (weaponDamageType==Weapon.TYPE_LASERING) ? 5 : 0;
		case Weapon.CLASS_THROWN: return (weaponDamageType==Weapon.TYPE_LASERING) ? 5 : 1;
		default:
			switch(weaponDamageType)
			{
			case Weapon.TYPE_SLASHING:
			case Weapon.TYPE_BASHING:
				return 2;
			case Weapon.TYPE_PIERCING:
				return 4;
			case Weapon.TYPE_SHOOT:
				return 0;
			case Weapon.TYPE_LASERING:
				return 5;
			default:
				return 3;
			}
		}
	}