} else if (this.client.curPanel instanceof TargetingPhaseDisplay ) { ( (TargetingPhaseDisplay) this.client.curPanel).updateTarget();
    public void itemStateChanged(ItemEvent ev) {        if(ev.getItemSelectable() == weaponList) {            displaySelected();        }        else if (ev.getItemSelectable() == m_chAmmo) {            int n = weaponList.getSelectedIndex();            if (n == -1) {                return;            }            Mounted mWeap = (Mounted)weapons.elementAt(n);            Mounted mAmmo = (Mounted)vAmmo.elementAt(m_chAmmo.getSelectedIndex());            entity.loadWeapon(mWeap, mAmmo);            // Update the range display to account for the weapon's loaded ammo.            AmmoType atype = (AmmoType) mAmmo.getType();            updateRangeDisplayForAmmo( atype );            // When in the Firing Phase, update the targeting information.            // TODO: make this an accessor function instead of a member access.            if ( this.client.curPanel instanceof FiringDisplay ) {                ( (FiringDisplay) this.client.curPanel ).updateTarget();            }            // Alert the server of the update.            this.client.getClient().sendAmmoChange( entity.getId(),                                        entity.getEquipmentNum(mWeap),                                        entity.getEquipmentNum(mAmmo) );        }    }