public void calculateDamageTaken(Vector3 point, int weapon_type) {

		switch (weapon_type) {

		case 0: {
			// Grenade
			new ProjectileObject(new ProjectileController(5f, 20f, 0.75f, 0.75f),
					new ProjectileRenderer(),this, weapon_type).animateDamage(point);
			ArrayList<Vector3> temphit = new ArrayList<Vector3>();
			ArrayList<Vector3> temppath = new ArrayList<Vector3>();
			temphit.addAll(hitspot);
			temppath.addAll(flightpath);
			System.out.println("New result Hitspots " + hitspot.size() +" Paths "+flightpath.size());
			attackResult.put(temppath,temphit);
			hitspot.clear();
			flightpath.clear();
		
			
			break;
		}

		case 1: {
			// Heatseeker
			for(int i = 0 ; i<1 ; i++){
				
				new ProjectileObject(new ProjectileController(5f, 20f, 0.75f, 0.75f),
						new ProjectileRenderer(),this, weapon_type).animateDamage(point);
				ArrayList<Vector3> temphit = new ArrayList<Vector3>();
				ArrayList<Vector3> temppath = new ArrayList<Vector3>();
				temphit.addAll(hitspot);
				temppath.addAll(flightpath);
				attackResult.put(temppath,temphit);
				hitspot.clear();
				flightpath.clear();
			
				}
		
			
			break;
		}
		case 2: {
			// Mortar
			for(int i = 0 ; i<5 ; i++){
				new ProjectileObject(new ProjectileController(5f, 20f, 0.75f, 0.75f),
						new ProjectileRenderer(),this, weapon_type).animateDamage(point);
				
				ArrayList<Vector3> temphit = new ArrayList<Vector3>();
				ArrayList<Vector3> temppath = new ArrayList<Vector3>();
				temphit.addAll(hitspot);
				temppath.addAll(flightpath);
				attackResult.put(temppath, temphit);
				hitspot.clear();
				flightpath.clear();
			
				}
			
		
			break;
		}
		case 3: {
			// NavalGun
			for(int i = 0 ; i<1 ; i++){
				new ProjectileObject(new ProjectileController(5f, 20f, 0.75f, 0.75f),
						new ProjectileRenderer(),this, weapon_type).animateDamage(point);
				ArrayList<Vector3> temphit = new ArrayList<Vector3>();
				ArrayList<Vector3> temppath = new ArrayList<Vector3>();
				temphit.addAll(hitspot);
				temppath.addAll(flightpath);
				attackResult.put(temppath,temphit);
				hitspot.clear();
				flightpath.clear();
			
				}
		
			break;
		}
		case 4: {
			// Phalanx CIWS
			for(int i = 0 ; i<1 ; i++){
				new ProjectileObject(new ProjectileController(5f, 20f, 0.75f, 0.75f),
						new ProjectileRenderer(),this, weapon_type).animateDamage(point);
				ArrayList<Vector3> temphit = new ArrayList<Vector3>();
				ArrayList<Vector3> temppath = new ArrayList<Vector3>();
				temphit.addAll(hitspot);
				temppath.addAll(flightpath);
				attackResult.put(temppath,temphit);
				hitspot.clear();
				flightpath.clear();
			
				}
		
			break;
		}
		}
		
		PlayScreen.logicHandler.sendResult(attackResult);
		attackResult.clear();
	}