|| (cmd.getFinalElevation() > 0 && !vtolLoaded)) {
|| (!canUnloadHere)) {
    private synchronized void updateLoadButtons() {        final Entity ce = ce();                boolean legalGear = ((gear == MovementDisplay.GEAR_LAND)                                || (gear == MovementDisplay.GEAR_TURN)                                || (gear == MovementDisplay.GEAR_BACKUP));        boolean vtolLoaded = false;        for (Enumeration e = loadedUnits.elements(); e.hasMoreElements(); ) {            Entity en = (Entity)e.nextElement();            if (en.getMovementMode() == IEntityMovementMode.VTOL) {                vtolLoaded = true;                break;            }        }        // Disable the "Unload" button if we're in the wrong        // gear or if the entity is not transporting units.        if ( !legalGear                || loadedUnits.size() == 0                 || cen == Entity.NONE                || (cmd.getFinalElevation() > 0                    && !vtolLoaded)) {            setUnloadEnabled( false );        } else {            setUnloadEnabled( true );        }        // If the current entity has moved, disable "Load" button.        if ( cmd.length() > 0 || cen == Entity.NONE ) {            setLoadEnabled( false );        } else {            // Check the other entities in the current hex for friendly units.            Entity other = null;            Enumeration entities = client.game.getEntities(ce.getPosition());            boolean isGood = false;            while (entities.hasMoreElements()) {                // Is the other unit friendly and not the current entity?                other = (Entity)entities.nextElement();                if (ce.getOwner() == other.getOwner()                        && !ce.equals(other)) {                    // Yup. If the current entity has at least 1 MP, if it can                    // transport the other unit, and if the other hasn't moved                    // then enable the "Load" button.                    if ( ce.getWalkMP() > 0                            && ce.canLoad(other)                            && other.isSelectableThisTurn()) {                        setLoadEnabled(true);                        isGood = true;                    }                    // We can stop looking.                    break;                } else {                    // Nope. Discard it.                    other = null;                }            } // Check the next entity in this position.            if (!isGood) {                setLoadEnabled(false);            }        } // End ce-hasn't-moved    } // private void updateLoadButtons