loadedUnits = new Vector();
loadedUnits = new Vector<Entity>();
    private void clearAllMoves() {        final Entity ce = ce();                //switch back from swimming to normal mode.        if (ce.getMovementMode() == IEntityMovementMode.BIPED_SWIM)            ce.setMovementMode(IEntityMovementMode.BIPED);        else if (ce.getMovementMode() == IEntityMovementMode.QUAD_SWIM)            ce.setMovementMode(IEntityMovementMode.QUAD);                // 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.setText(Messages.getString("MovementDisplay.Done")); //$NON-NLS-1$        updateProneButtons();        updateRACButton();        updateSearchlightButton();        updateElevationButtons();        // 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();        updateElevationButtons();    }