client.game.getPhase() == Game.PHASE_FIRING) {
client.game.getPhase() == IGame.PHASE_FIRING) {
    private void ready() {        if (attacks.isEmpty() && GUIPreferences.getInstance().getNagForNoAction()) {            // comfirm this action            String title = Messages.getString("FiringDisplay.DontFireDialog.title"); //$NON-NLS-1$            String body = Messages.getString("FiringDisplay.DontFireDialog.message"); //$NON-NLS-1$            ConfirmDialog response = clientgui.doYesNoBotherDialog(title, body);            if ( !response.getShowAgain() ) {                GUIPreferences.getInstance().setNagForNoAction(false);            }            if ( !response.getAnswer() ) {                return;            }        }        // auto spot if we can and the option is set        if (attacks.isEmpty() &&             client.game.getOptions().booleanOption("auto_spot") && //$NON-NLS-1$                client.game.getPhase() == Game.PHASE_FIRING) {            if (!ce().isINarcedWith( INarcPod.HAYWIRE)) {                // if we might do physicals, ask for confirmation                if (ce().isEligibleForPhysical()) {                    doSpot();                // else, spot without asking                } else {                    attacks.addElement(new SpotAction(cen));                }            }        }        // stop further input (hopefully)        disableButtons();        // remove temporary attacks from game & board        removeTempAttacks();                // send out attacks        client.sendAttackData(cen, attacks);                // clear queue        attacks.removeAllElements();        // Clear the menu bar.        clientgui.getMenuBar().setEntity( null );        // close aimed shot display, if any        ash.closeDialog();        ash.lockLocation(false);    }