if ((wt.getAmmoType() == AmmoType.T_SRM_STREAK) || (wt.getAmmoType() == AmmoType.T_LRM_STREAK)) {
if ((wt.getAmmoType() == AmmoType.T_SRM_STREAK) || (wt.getAmmoType() == AmmoType.T_MRM_STREAK) || (wt.getAmmoType() == AmmoType.T_LRM_STREAK)) {
    private static float getDeployDamage(IGame g, WeaponAttackAction waa)    {        Entity attacker = g.getEntity(waa.getEntityId());        Mounted weapon = attacker.getEquipment(waa.getWeaponId());        ToHitData hitData = waa.toHit(g);        if (hitData.getValue() == ToHitData.IMPOSSIBLE || hitData.getValue() == ToHitData.AUTOMATIC_FAIL) {            return 0.0f;        }                float fChance = 0.0f;        if (hitData.getValue() == ToHitData.AUTOMATIC_SUCCESS) {            fChance = 1.0f;        }        else {            fChance = (float)Compute.oddsAbove(hitData.getValue()) / 100.0f;        }                // TODO : update for BattleArmor.                float fDamage = 0.0f;        WeaponType wt = (WeaponType)weapon.getType();        if (wt.getDamage() == WeaponType.DAMAGE_MISSILE) {            if (weapon.getLinked() == null) return 0.0f;            AmmoType at = (AmmoType)weapon.getLinked().getType();                        float fHits = 0.0f;            if ((wt.getAmmoType() == AmmoType.T_SRM_STREAK) || (wt.getAmmoType() == AmmoType.T_LRM_STREAK)) {                fHits = wt.getRackSize();            }            else if (wt.getRackSize() == 40 || wt.getRackSize() == 30) {                fHits = 2.0f * expectedHitsByRackSize[wt.getRackSize() / 2];            }            else {                fHits = expectedHitsByRackSize[wt.getRackSize()];            }            // adjust for previous AMS            ArrayList vCounters = waa.getCounterEquipment();            if (vCounters != null) {                for (int x = 0; x < vCounters.size(); x++) {                    Mounted counter = (Mounted)vCounters.get(x);                    if (counter.getType() instanceof WeaponType &&                            counter.getType().hasFlag(WeaponType.F_AMS)) {                        float fAMS = 3.5f * ((WeaponType)counter.getType()).getDamage();                        fHits = Math.max(0.0f, fHits - fAMS);                    }                }            }            // damage is expected missiles * damage per missile            fDamage = fHits * at.getDamagePerShot();        }        else {            fDamage = wt.getDamage();        }                fDamage *= fChance;        return fDamage;    }