rem: STAMP	s; CONTEXT	OldContext;
add: STAMP	s; CONTEXT	OldContext; RECT    r; COUNT   i;
context: LoadMeleeInfo (PMELEE_STATE pMS){    STAMP	s;    CONTEXT	OldContext;	// reverting to original behavior    OldContext = SetContext (OffScreenContext);    if (PickMeleeFrame)	    DestroyDrawable (ReleaseDrawable (PickMeleeFrame));    PickMeleeFrame = CaptureDrawable (CreateDrawable (			WANT_PIXMAP, MELEE_WIDTH, MELEE_HEIGHT, 2));    s.origin.x = s.origin.y = 0;    s.frame = CaptureDrawable (LoadGraphic (MELEE_PICK_MASK_PMAP_ANIM));    SetContextFGFrame (PickMeleeFrame);    DrawStamp (&s);    s.frame = IncFrameIndex (s.frame);    SetContextFGFrame (IncFrameIndex (PickMeleeFrame));    DrawStamp (&s);    DestroyDrawable (ReleaseDrawable (s.frame));		MeleeFrame = CaptureDrawable (LoadGraphic (MELEE_SCREEN_PMAP_ANIM));	    SetContext (OldContext);	InitSpace ();	LoadTeamList (pMS, 0);}