client.game.getEntities( ce().getPosition() );
client.game.getEntities( ce.getPosition() );
    private void updateLoadButtons() {        // Disable the "Unload" button if we're in the wrong        // gear or if the entity is not transporting units.        if ( ( gear != MovementDisplay.GEAR_LAND &&               gear != MovementDisplay.GEAR_TURN &&               gear != MovementDisplay.GEAR_BACKUP ) ||             loadedUnits.size() == 0              || cen == Entity.NONE) {            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() );            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 );                    }                    // We can stop looking.                    break;                } else {                    // Nope. Discard it.                    other = null;                }            } // Check the next entity in this position.        } // End ce()-hasn't-moved    } // private void updateLoadButtons