this.techType = tech;
this.techLevel = tech;
    public GaussRifleAmmoType(int tech, int type) {    this.techType = tech;    this.type = type;    if (tech == TechConstants.T_IS_LEVEL_2) {        switch(type) {        case GaussRifleType.LIGHT:        this.damagePerShot = 8;//      this.heat = 1;        this.shots = 16;        this.range = new RangeType (3,8,17,25);        this.bv = 20;        break;        case GaussRifleType.NORMAL:        this.damagePerShot = 15;//      this.heat = 1;        this.shots = 8;        this.range = new RangeType (2,7,15,22);        this.bv = 37;        break;        // While the constants are here, the special rules (PSR for        // shooting and moving) is handled in a subclass, along        // with the damage returning routines        case GaussRifleType.HEAVY:        this.damagePerShot = 25;        this.shots = 4;        this.range = new RangeType(4,6,13,20);        this.bv = 43;//      this.heat = 2;        }    } else {         // Clan        this.damagePerShot = 15;//      this.heat = 1;        this.shots = 8;        this.range = new RangeType(2,7,15,22);        this.bv = 33;    }    }