self_damage *= Math.sqrt(from.getJumpMP());
self_damage = self_damage * Math.sqrt(from.getJumpMP());
    private static double getExpectedKickDamage(Entity from, Entity to, IGame game, int locTable, int arc, int action) {        double self_damage;        double dmg;        double coll_damage = 0.0;        int damage;        ToHitData odds = KickAttackAction.toHit(game, from.getId(), to, KickAttackAction.LEFT);        if (odds.getValue() != ToHitData.IMPOSSIBLE) {            return 0.0;        }        // Calculate collateral damage, due to possible target fall        if (to instanceof Mech) {            coll_damage = calculateFallingDamage(Compute.oddsAbove(odds.getValue()) / 100.0, to);        }        damage = KickAttackAction.getDamageFor(from, action);        dmg = Compute.oddsAbove(odds.getValue()) / 100.0 * damage;        // Adjust damage for targets armor        dmg *= punchThroughMod(to, locTable, arc, dmg, dmg);        // Calculate self damage, due to possible fall from missing a kick        self_damage = calculateFallingDamage(1.0 - Compute.oddsAbove(odds.getValue()) / 100.0, from);        if (from.getWalkMP() > 0) {            self_damage *= Math.sqrt(1.0 / (double) from.getWalkMP() + from.getJumpMP());        } else {            self_damage *= Math.sqrt(from.getJumpMP());        }        // Add together damage values for comparison        dmg = dmg + coll_damage - self_damage;        return dmg;    }