setTurnEnabled(!ce().isImmobile() && !ce().isStuck() && (ce().getWalkMP() > 0 || ce().getJumpMP() > 0));
setTurnEnabled(!ce.isImmobile() && !ce.isStuck() && (ce.getWalkMP() > 0 || ce.getJumpMP() > 0));
    private void updateButtons() {        boolean isMech      = (ce() instanceof Mech);        boolean isInfantry  = (ce() instanceof Infantry);        boolean isProtomech = (ce() instanceof Protomech);        // ^-- I suppose these should really be methods, a-la Entity.canCharge(), Entity.canDFA()...                setWalkEnabled(!ce().isImmobile() && ce().getWalkMP() > 0 && !ce().isStuck());        setJumpEnabled(!ce().isImmobile() && ce().getJumpMP() > 0 && !ce().isStuck());        setBackUpEnabled(butWalk.isEnabled());        setChargeEnabled(ce().canCharge());        setDFAEnabled(ce().canDFA());        if ( isInfantry || isProtomech ) {            if(client.game.containsMinefield(ce().getPosition())) {                setClearEnabled(true);            } else {                setClearEnabled(false);            }        } else {            setClearEnabled(false);        }                setTurnEnabled(!ce().isImmobile() &&                 !ce().isStuck() &&                (ce().getWalkMP() > 0 || ce().getJumpMP() > 0));        if (ce().isProne()) {            setGetUpEnabled(!ce().isImmobile() && !ce().isStuck());            setGoProneEnabled(false);        } else {            setGetUpEnabled(false);            setGoProneEnabled(!ce().isImmobile() && isMech && !ce().isStuck());        }        updateProneButtons();        updateRACButton();        updateLoadButtons();        setFleeEnabled(ce().canFlee());        if (client.game.getOptions().booleanOption("vehicles_can_eject")) {          setEjectEnabled ( (!isInfantry) && ce().isActive());        } else {          setEjectEnabled(isMech && ce().isActive());        }            }