reloadEmptyWeapons();
    public void newRound(int roundNumber) {        // Walk through the Mech's miscellaneous equipment before        // we apply our parent class' newRound() functionality        // because Mek Stealth is set by the Entity#newRound() method.        for (Enumeration e = getMisc(); e.hasMoreElements(); ) {            Mounted m = (Mounted) e.nextElement();            MiscType mtype = (MiscType) m.getType();            // Stealth can not be turned on if it's ECM is destroyed.            if ( Mech.STEALTH.equals(mtype.getInternalName()) &&                      m.getLinked().isDestroyed() && m.getLinked().isBreached() ) {                m.setMode("Off");            }        } // Check the next piece of equipment.        super.newRound(roundNumber);        // If MASC was used last turn, increment the counter,        // otherwise decrement.  Then, clear the counter         if (usedMASC) {                nMASCLevel++;        } else            nMASCLevel = Math.max(0, nMASCLevel - 1);          // Clear the MASC flag   usedMASC = false;        setSecondaryFacing(getFacing());                // resolve ammo dumps         for (Enumeration e = getAmmo(); e.hasMoreElements(); ) {            Mounted m = (Mounted)e.nextElement();            if (m.isPendingDump()) {                m.setPendingDump(false);                m.setDumping(true);            }            else if (m.isDumping()) {                m.setDumping(false);                m.setShotsLeft(0);            }        }    } // End public void newRound()