artilleryDamageArea(centre, attackSource, ammo, subjectId, killer, damage, falloff);
artilleryDamageArea(centre, attackSource, ammo, subjectId, killer, damage, falloff, flak, altitude);
    void artilleryDamageArea(Coords centre, Coords attackSource, AmmoType ammo, int subjectId, Entity killer) {        int damage;         int falloff=5;        if(ammo.getMunitionType() == AmmoType.M_FLECHETTE) {            damage = ammo.getRackSize() + 10;        }         else if(ammo.getMunitionType() == AmmoType.M_CLUSTER) {            if(ammo.getAmmoType() == AmmoType.T_SNIPER)                damage = 15;            else                damage = ammo.getRackSize();            attackSource = centre;        }        else if(game.getOptions().booleanOption("maxtech_artillery")) {            //"standard" mutates into high explosive            if(ammo.getAmmoType() == AmmoType.T_LONG_TOM)                damage = 25;            else                damage = ammo.getRackSize() + 10;            falloff = 10;        }        else {            //level 2 ammo            damage = ammo.getRackSize();            falloff = (damage + 1) / 2;        }        artilleryDamageArea(centre, attackSource, ammo, subjectId, killer, damage, falloff);    }