return this.checkForCollapse( bldg, positionMap );
return checkForCollapse( bldg, positionMap );
    private boolean checkBuildingCollapseWhileMoving(Building bldg, Entity entity, Coords curPos) {        // Get the position map of all entities in the game.        Hashtable positionMap = game.getPositionMap();        // Count the moving entity in its current position, not        // its pre-move postition.  Be sure to handle nulls.        Vector entities = null;        if ( entity.getPosition() != null ) {            entities = (Vector) positionMap.get( entity.getPosition() );            entities.removeElement( entity );        }        entities = (Vector) positionMap.get( curPos );        if ( entities == null ) {            entities = new Vector();            positionMap.put( curPos, entities );        }        entities.addElement( entity );        // Check for collapse of this building due to overloading, and return.        return this.checkForCollapse( bldg, positionMap );    }