Enumeration bldgs = this.affectedBldgs.keys();
Enumeration bldgs = affectedBldgs.keys();
    private void applyAffectedBldgs() {        // Build a list of Building updates.        Vector bldgUpdates = new Vector();        // Only send a single turn update.        boolean bTurnsChanged = false;        // Walk the set of buildings.        Enumeration bldgs = this.affectedBldgs.keys();        while ( bldgs.hasMoreElements() ) {            final Building bldg = (Building) bldgs.nextElement();            // Walk through the building's coordinates.            Enumeration bldgCoords = bldg.getCoords();            while ( bldgCoords.hasMoreElements() ) {                final Coords coords = (Coords) bldgCoords.nextElement();                // Walk through the entities at these coordinates.                Enumeration entities = game.getEntities( coords );                while( entities.hasMoreElements() ) {                    final Entity entity = (Entity) entities.nextElement();                    // Is the entity infantry?                    if ( entity instanceof Infantry ) {                        // Is the infantry dead?                        if ( entity.isDoomed() || entity.isDestroyed() ) {                            // Has the entity taken a turn?                            if ( !entity.isDone() ) {                                // Dead entities don't take turns.                                game.removeTurnFor(entity);                                bTurnsChanged = true;                            } // End entity-still-to-move                            // Clean out the dead entity.                            entity.setDestroyed(true);                            game.moveToGraveyard(entity.getId());                            send(createRemoveEntityPacket(entity.getId()));                        }                        // Infantry that aren't dead are damaged.                        else {                            this.entityUpdate( entity.getId() );                        }                    } // End entity-is-infantry                } // Check the next entity.            } // Handle the next hex in this building.            // Add this building to the report.            bldgUpdates.addElement( bldg );        } // Handle the next affected building.        // Did we update the turns?        if ( bTurnsChanged ) {            send(createTurnVectorPacket());        }        // Are there any building updates?        if ( !bldgUpdates.isEmpty() ) {            // Send the building updates to the clients.            sendChangedCFBuildings( bldgUpdates );            // Clear the list of affected buildings.            this.affectedBldgs.clear();        }        // And we're done.        return;    } // End private void applyAffectedBldgs()