for ( Enumeration iter = entity.getMisc(); iter.hasMoreElements(); ) { Mounted mount = (Mounted) iter.nextElement();
for (Mounted mount:entity.getMisc()) {
    private void doFlamingDeath(Entity entity) {        Report r;        int boomroll = Compute.d6(2);        // Infantry are unaffected by fire while they're still swarming.        if ( Entity.NONE != entity.getSwarmTargetId() ) {            return;        }        if (entity.getMovementMode() == IEntityMovementMode.VTOL                && !(entity.infernos.isStillBurning())) {            // VTOLs don't check as long as they are flying higher than            // the burning terrain. TODO: Check for rules conformity (ATPM?)            // according to maxtech, elevation 0 or 1 should be affected,            // this makes sense for level 2 as well            Coords c = entity.getPosition();            IHex h = game.getBoard().getHex(c.x, c.y);            if (entity.getElevation() > 1) {                return;            }        }        // Battle Armor squads equipped with fire protection        // gear automatically avoid flaming death.        for ( Enumeration iter = entity.getMisc(); iter.hasMoreElements(); ) {            Mounted mount = (Mounted) iter.nextElement();            EquipmentType equip = mount.getType();            if ( BattleArmor.FIRE_PROTECTION.equals(equip.getInternalName()) ) {                r = new Report(5095);                r.subject = entity.getId();                r.addDesc(entity);                addReport(r);                return;            }        }        //Must roll 8+ to survive...        r = new Report(5100);        r.subject = entity.getId();        r.addDesc(entity);        r.add(boomroll);        if (boomroll >= 8) {            //phew!            r.choose(true);            addReport(r);        } else {            //eek            r.choose(false);            addReport(r);            addReport( destroyEntity(entity, "fire", false, false));        }    }