vPhaseReport.addElement(r);
addReport(r);
    private boolean passBuildingWall( Entity entity,                                      Building bldg,                                      Coords lastPos,                                      Coords curPos,                                      int distance,                                      String why ) {        Report r;        // 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 ) {                r = new Report(6440);                r.add(entity.getDisplayName());                r.subject = entity.getId();                r.indent(2);                vPhaseReport.addElement(r);            } else {                // BMRr, pg. 50: The attack direction for this damage is the front.                HitData hit = entity.rollHitLocation( ToHitData.HIT_NORMAL,                                                      ToHitData.SIDE_FRONT );                vPhaseReport.addAll( damageEntity(entity, hit, damage));            }        }        // 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 );        return checkBuildingCollapseWhileMoving(bldg, entity, curPos);    }