// HACK: if the dest hex is water, assume that the fall height given is
// to the floor of the hex, and modifiy it so that it's to the surface
else if (waterDepth > 0) {
damageHeight = height - waterDepth;
newElevation = -waterDepth;
} else if (fallHex.containsTerrain(Terrains.BLDG_ELEV)) {
Building bldg = game.getBoard().getBuildingAt(fallPos);
if (bldg.getType() == Building.WALL) {
newElevation = Math.max(fallHex.getElevation(), fallHex.terrainLevel(Terrains.BLDG_ELEV));
} else {
newElevation = 0;