entity.setLocationStatus(Mech.LOC_RLEG, entity.LOC_WET); entity.setLocationStatus(Mech.LOC_LLEG, entity.LOC_WET);
entity.setLocationStatus(Mech.LOC_RLEG, Entity.LOC_WET); entity.setLocationStatus(Mech.LOC_LLEG, Entity.LOC_WET);
    public void doSetLocationsExposure(Entity entity, Hex hex, boolean isPavementStep) {        String desc = new String(); //if NOT possible to flood armorless locations while moving, this and all "desc" references can be removed        if ( hex.levelOf(Terrain.WATER) > 0            && entity.getMovementType() != Entity.MovementType.HOVER            && !isPavementStep) {            if (entity instanceof Mech && !entity.isProne() && hex.levelOf(Terrain.WATER) == 1) {                for (int loop = 0; loop < entity.locations(); loop++) {                    entity.setLocationStatus(loop, entity.LOC_NORMAL);  //this will need to adjust for VACUUM, and add a breachCheck                }                entity.setLocationStatus(Mech.LOC_RLEG, entity.LOC_WET);                entity.setLocationStatus(Mech.LOC_LLEG, entity.LOC_WET);                desc += breachCheck(entity, Mech.LOC_RLEG, 0);                 desc += breachCheck(entity, Mech.LOC_LLEG, 0);             } else {                for (int loop = 0; loop < entity.locations(); loop++) {                    entity.setLocationStatus(loop, entity.LOC_WET);                    desc += breachCheck(entity, loop, 0);                 }            }        }else {            for (int loop = 0; loop < entity.locations(); loop++) {                entity.setLocationStatus(loop, entity.LOC_NORMAL); //this will need to adjust for VACUUM, and add a breachCheck            }         }        phaseReport.append(desc);    }