} else if (hasFlag(F_HAND_WEAPON) && hasSubType(S_CLAW)) { return (int)Math.ceil(entity.getWeight() / 15);
    public int getCriticals(Entity entity) {        if (criticals != CRITICALS_VARIABLE) {            return criticals;        }        // check for known formulas        if (hasFlag(F_CLUB)                && (hasSubType(S_HATCHET)                || hasSubType(S_SWORD)                || hasSubType(S_MACE_THB))) {            return (int)Math.ceil(entity.getWeight() / 15.0);        } else if (hasFlag(F_CLUB)                && hasSubType(S_MACE)) {            return (int)Math.ceil(entity.getWeight() / 10.0);        } else if (hasFlag(F_MASC)) {            if (entity.isClan()) {                return Math.round(entity.getWeight() / 25.0f);            }            else {                return Math.round(entity.getWeight() / 20.0f);            }        } else if (hasFlag(F_TARGCOMP)) {            // based on tonnage of direct_fire weaponry            double fTons = 0.0;            for (Enumeration e = entity.getWeapons(); e.hasMoreElements(); ) {                Mounted m = (Mounted)e.nextElement();                WeaponType wt = (WeaponType)m.getType();                if (wt.hasFlag(WeaponType.F_DIRECT_FIRE)) {                    fTons += wt.getTonnage(entity);                }            }            if (entity.isClan()) {                return (int)Math.ceil(fTons / 5.0f);            }            else {                return (int)Math.ceil(fTons / 4.0f);            }        } else if ( EquipmentType.getArmorTypeName(EquipmentType.T_ARMOR_FERRO_FIBROUS).equals(internalName) ) {            if ( entity.isClanArmor() ) {                return 7;            } else {                return 14;            }        } else if ( EquipmentType.getStructureTypeName(T_STRUCTURE_ENDO_STEEL).equals(internalName) ) {            if ( entity.isClan() ) {                return 7;            } else {                return 14;            }        } else if (hasFlag(F_JUMP_BOOSTER)) {            return (entity instanceof QuadMech) ? 8 : 4; // all slots in all legs        }        // right, well I'll just guess then        return 1;    }