if (ev.getItemSelectable().equals(weaponList)) { displaySelected(); } else if (ev.getItemSelectable().equals(m_chAmmo)) {
if (ev.getItemSelectable().equals(m_chAmmo)) {
        public void itemStateChanged(ItemEvent ev) {            if (ev.getItemSelectable().equals(weaponList)) {                displaySelected();            } else if (ev.getItemSelectable().equals(m_chAmmo)) {                int n = weaponList.getSelectedIndex();                if (n == -1) {                    return;                }                Mounted mWeap = entity.getWeaponList().get(n);                Mounted mAmmo = vAmmo.get(m_chAmmo.getSelectedIndex());                entity.loadWeapon(mWeap, mAmmo);                // Update the range display to account for the weapon's loaded ammo.                AmmoType atype = (AmmoType) mAmmo.getType();                updateRangeDisplayForAmmo(atype);                // When in the Firing Phase, update the targeting information.                // TODO: make this an accessor function instead of a member access.                if (clientgui.curPanel instanceof FiringDisplay) {                    ((FiringDisplay) clientgui.curPanel).updateTarget();                } else if (clientgui.curPanel instanceof TargetingPhaseDisplay) {                    ((TargetingPhaseDisplay) clientgui.curPanel).updateTarget();                }                // Alert the server of the update.                clientgui.getClient().sendAmmoChange(entity.getId(),                        entity.getEquipmentNum(mWeap),                        entity.getEquipmentNum(mAmmo));            }        }