mWeap.setHit(true);
if (mWeap != null) { mWeap.setHit(true); }
    public HitData rollHitLocation(int table, int side) {        int nArmorLoc = LOC_FRONT;        boolean bSide = false;        if (side == ToHitData.SIDE_LEFT) {            nArmorLoc = LOC_LEFT;            bSide = true;        }        else if (side == ToHitData.SIDE_RIGHT) {            nArmorLoc = LOC_RIGHT;            bSide = true;        }        else if (side == ToHitData.SIDE_REAR) {            nArmorLoc = LOC_REAR;        }        switch (Compute.d6(2)) {            case 2:                return new HitData(LOC_ROTOR, false, HitData.EFFECT_CRITICAL);//also rotor destroyed?            case 3:                return new HitData(LOC_ROTOR, false, HitData.EFFECT_VEHICLE_MOVE_DESTROYED);            case 4:            case 5:                return new HitData(LOC_ROTOR, false, HitData.EFFECT_VEHICLE_MOVE_DAMAGED);            case 6:            case 7:            case 8:                return new HitData(nArmorLoc);            case 9:                if (bSide) {                    //TODO:somehow report this to the gamelog                    Mounted mWeap = getMainWeapon();                    mWeap.setHit(true);                    return new HitData(nArmorLoc);                }                else {                    return new HitData(nArmorLoc);                }            case 10:            case 11:                return new HitData(LOC_ROTOR, false, HitData.EFFECT_VEHICLE_MOVE_DAMAGED);            case 12:                if (getOriginalWalkMP() > 0) {                    //TODO:somehow get this to report in the gamelog                    setOriginalWalkMP(getOriginalWalkMP()-1);                }                return new HitData(LOC_ROTOR, false, HitData.EFFECT_CRITICAL);                        }        return null;    }