nMASCLevel = Math.max(0, nMASCLevel - 1);
    public void newRound() {        // 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();            // Turn off MASC at start of each round.            if (mtype.hasFlag(MiscType.F_MASC)) {                m.setMode("Off");            }            // Stealth can not be turned on if it's ECM is destroyed.            else if ( Mech.STEALTH.equals(mtype.getInternalName()) &&                      m.getLinked().isDestroyed() ) {                m.setMode("Off");            }        } // Check the next piece of equipment.        super.newRound();        nMASCLevel = Math.max(0, nMASCLevel - 1);                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()