butProne.setLabel("Get Up"); butProne.setEnabled(true);
butGetup.setEnabled(true);
    public void selectEntity(int en) {        // hmm, sometimes this gets called when there's no ready entities?        if (client.game.getEntity(en) == null) {            System.err.println("FiringDisplay: tried to select non-existant entity: " + en);            System.err.println("FiringDisplay: sending ready signal...");            client.sendReady(true);            return;        }        // okay.        this.cen = en;        md = new MovementData();        cmd = new MovementData();        gear = Compute.GEAR_LAND;        butWalk.setEnabled(ce().getWalkMP() > 0);        butJump.setEnabled(ce().getJumpMP() > 0);        butBackup.setEnabled(ce().getWalkMP() > 0);        if (ce().isProne()) {            butProne.setLabel("Get Up");            butProne.setEnabled(true);        } else {            butProne.setLabel("Go Prone");            butProne.setEnabled(false);        }        client.game.board.highlight(ce().getPosition());        client.game.board.select(null);        client.game.board.cursor(null);        client.mechD.displayMech(ce());        client.mechD.showPanel("movement");        client.bv.centerOnHex(ce().getPosition());    }