updateElevationButtons();
    private void clearAllMoves() {        final Entity ce = ce();                        // clear board cursors        clientgui.getBoardView().select(null);        clientgui.getBoardView().cursor(null);                // create new current and considered paths        cmd = new MovePath(client.game, ce);                // set to "walk," or the equivalent        gear = MovementDisplay.GEAR_LAND;                // update some GUI elements        clientgui.bv.clearMovementData();        butDone.setLabel(Messages.getString("MovementDisplay.Done")); //$NON-NLS-1$        updateProneButtons();        updateRACButton();        // We may not have an entity selected yet (race condition).        if ( ce != null ) {            loadedUnits = ce.getLoadedUnits();        } else {            // The variable, loadedUnits, can not be null.            loadedUnits = new Vector();        }        updateLoadButtons();    }