*/ if ( prevStepIsOnPavement
    public static boolean isPilotingSkillNeeded(Game game, int entityId,                                                 Coords src, Coords dest,                                                int movementType,						boolean isTurning,						int overallMoveType) {        final Entity entity = game.getEntity(entityId);        final Hex srcHex = game.board.getHex(src);        final Hex destHex = game.board.getHex(dest);	final boolean isInfantry = ( entity instanceof Infantry );        final boolean isPavementStep = canMoveOnPavement( game, src, dest );        // arguments valid?        if (entity == null) {            throw new IllegalArgumentException("Entity invalid.");        }        if (src.distance(dest) > 1) {            throw new IllegalArgumentException("Coordinates must be adjacent.");        }                // let's only worry about actual movement, please        if (src.equals(dest)) {            return false;        }                // check for rubble        if (movementType != Entity.MOVE_JUMP            && destHex.levelOf(Terrain.RUBBLE) > 0	    && !isInfantry) {            return true;        }                // Check for water unless we're a hovercraft or using a bridge.        if (movementType != Entity.MOVE_JUMP            && entity.getMovementType() != Entity.MovementType.HOVER            && destHex.levelOf(Terrain.WATER) > 0            && !isPavementStep) {            return true;        }        // Check for skid.  Please note, the skid will be rolled on the        // current step, but starts from the previous step's location.        // TODO: add check for elevation of pavement, road,        //       or bridge matches entity elevation.        if ( ( srcHex.contains(Terrain.PAVEMENT) ||               srcHex.contains(Terrain.ROAD) ||               srcHex.contains(Terrain.BRIDGE) )              && overallMoveType == Entity.MOVE_RUN             && isTurning             && !isInfantry ) {            return true;        }        // If we entering or leaving a building, all non-infantry        // need to make a piloting check to avoid damage.        // TODO: allow entities to occupy different levels of buildings.        int nSrcEl = entity.elevationOccupied(srcHex);        int nDestEl = entity.elevationOccupied(destHex);        if ( ( nSrcEl < srcHex.levelOf( Terrain.BLDG_ELEV ) ||               nDestEl < destHex.levelOf( Terrain.BLDG_ELEV ) ) &&             !(entity instanceof Infantry) ) {            return true;        }        return false;    }