if ( isInfantry ) {
if ( isInfantry || isProtomech ) {
    private void updateButtons() {        boolean isMech = (ce() instanceof Mech);        boolean isInfantry = (ce() instanceof Infantry);                setWalkEnabled(!ce().isImmobile() && ce().getWalkMP() > 0);        setJumpEnabled(!ce().isImmobile() && ce().getJumpMP() > 0);        setBackUpEnabled(butWalk.isEnabled());                // Infantry can't charge or DFA.        if ( isInfantry ) {            setChargeEnabled(false);            setDFAEnabled(false);            if(client.game.containsMinefield(ce().getPosition())) {            	setClearEnabled(true);        	} else {            	setClearEnabled(false);        	}        } else {            setChargeEnabled(!ce().isImmobile() && ce().getWalkMP() > 0);            setDFAEnabled(!ce().isImmobile() && ce().getJumpMP() > 0);            setClearEnabled(false);        }                setTurnEnabled(!ce().isImmobile() && (ce().getWalkMP() > 0 || ce().getJumpMP() > 0));        if (ce().isProne()) {            setGetUpEnabled(!ce().isImmobile());            setGoProneEnabled(false);        } else {            setGetUpEnabled(false);            setGoProneEnabled(!ce().isImmobile() && isMech);        }        updateProneButtons();        updateRACButton();        updateLoadButtons();        setFleeEnabled(Compute.canEntityFlee(client.game, cen));        if (client.game.getOptions().booleanOption("vehicles_can_eject")) {          setEjectEnabled ( (!isInfantry) && ce().isActive());        } else {          setEjectEnabled(isMech && ce().isActive());        }            }