&& ((entity.getMovementMode() != IEntityMovementMode.HOVER) || (entity.getMovementMode() != IEntityMovementMode.NAVAL) || (entity.getMovementMode() != IEntityMovementMode.HYDROFOIL)) && !isPavementStep && !isJump) { if (entity instanceof Mech && !entity.isProne() && hex.terrainLevel(Terrains.WATER) == 1) {
&& !isJump) { if (entity instanceof Mech && !entity.isProne() && hex.terrainLevel(Terrains.WATER) == 1) {
    public void doSetLocationsExposure(Entity entity, IHex hex, boolean isPavementStep, boolean isJump) {        if ( hex.terrainLevel(Terrains.WATER) > 0            && ((entity.getMovementMode() != IEntityMovementMode.HOVER)            || (entity.getMovementMode() != IEntityMovementMode.NAVAL)            || (entity.getMovementMode() != IEntityMovementMode.HYDROFOIL))            && !isPavementStep            && !isJump) {            if (entity instanceof Mech && !entity.isProne()                && hex.terrainLevel(Terrains.WATER) == 1) {                for (int loop = 0; loop < entity.locations(); loop++) {                    if (game.getOptions().booleanOption("vacuum"))                        entity.setLocationStatus(loop, ILocationExposureStatus.VACUUM);                    else entity.setLocationStatus(loop, ILocationExposureStatus.NORMAL);                }                entity.setLocationStatus(Mech.LOC_RLEG, ILocationExposureStatus.WET);                entity.setLocationStatus(Mech.LOC_LLEG, ILocationExposureStatus.WET);                phaseReport.append                    (breachCheck(entity, Mech.LOC_RLEG, hex));                phaseReport.append                    (breachCheck(entity, Mech.LOC_LLEG, hex));                if (entity instanceof QuadMech) {                    entity.setLocationStatus(Mech.LOC_RARM, ILocationExposureStatus.WET);                    entity.setLocationStatus(Mech.LOC_LARM, ILocationExposureStatus.WET);                    phaseReport.append                        (breachCheck(entity, Mech.LOC_RARM, hex));                    phaseReport.append                        (breachCheck(entity, Mech.LOC_LARM, hex));                }            } else {                for (int loop = 0; loop < entity.locations(); loop++) {                    entity.setLocationStatus(loop, ILocationExposureStatus.WET);                    phaseReport.append (breachCheck(entity, loop, hex));                }            }        }else {            for (int loop = 0; loop < entity.locations(); loop++) {                if (game.getOptions().booleanOption("vacuum"))                    entity.setLocationStatus(loop, ILocationExposureStatus.VACUUM);                else entity.setLocationStatus(loop, ILocationExposureStatus.NORMAL);            }        }    }