if ( ce() != null ) { loadedUnits = ce().getLoadedUnits();
if ( ce != null ) { loadedUnits = ce.getLoadedUnits();
    private void clearAllMoves() {        // clear board cursors        client.game.board.select(null);        client.game.board.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("Done");        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();    }