if (entity instanceof VTOL) {  if (entity.getElevation()>game.getBoard().getHex(curPos).getElevation()) { return false; } }
    private boolean passBuildingWall( Entity entity,                                      Building bldg,                                      Coords lastPos,                                      Coords curPos,                                      int distance,                                      String why ) {        // Need to roll based on building type.        PilotingRollData psr = entity.rollMovementInBuilding(bldg, distance, why);        // Did the entity make the roll?        if ( !doSkillCheckWhileMoving( entity, lastPos,                                       curPos, psr, false ) ) {            // Divide the building's current CF by 10, round up.            int damage = (int) Math.ceil( bldg.getCurrentCF() / 10.0 );            // It is possible that the unit takes no damage.            if ( damage == 0 ) {                phaseReport.append( "        " )                    .append( entity.getDisplayName() )                    .append( " takes no damage.\n" );            } else {                // BMRr, pg. 50: The attack direction for this damage is the front.                HitData hit = entity.rollHitLocation( ToHitData.HIT_NORMAL,                                                      ToHitData.SIDE_FRONT );                phaseReport.append( damageEntity(entity, hit, damage) )                    .append( "\n" );            }        }        // Damage the building.  The CF can never drop below 0.        int toBldg = (int) Math.ceil( entity.getWeight() / 10.0 );        int curCF = bldg.getCurrentCF();        curCF -= Math.min( curCF, toBldg );        bldg.setCurrentCF( curCF );        // Apply the correct amount of damage to infantry in the building.        // ASSUMPTION: We inflict toBldg damage to infantry and        //             not the amount to bring building to 0 CF.        this.damageInfantryIn( bldg, toBldg );        // 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 );    }