add: SetMenuSounds (MENU_SOUND_ARROWS, MENU_SOUND_SELECT);
context: Devices (PMENU_STATE pMS){	BYTE DeviceMap[NUM_DEVICES];	pMS->first_item.x = InventoryDevices (DeviceMap);	if (pMS->first_item.x)	{		pMS->InputFunc = DoManipulateDevices;		--pMS->Initialized;		pMS->CurState = 1;		pMS->first_item.y = 0;		pMS->CurFrame = (FRAME)DeviceMap;		TFB_ResetControls ();		DoManipulateDevices (pMS); /* to make sure it's initialized */		DoInput ((PVOID)pMS, TRUE);		pMS->CurFrame = 0;		pMS->InputFunc = DoFlagshipCommands;		pMS->CurState = EQUIP_DEVICE + 1;		if (GLOBAL_SIS (CrewEnlisted) != (COUNT)~0				&& !(GLOBAL (CurrentActivity) & CHECK_ABORT))		{			LockMutex (GraphicsLock);			ClearSISRect (DRAW_SIS_DISPLAY);			UnlockMutex (GraphicsLock);			if (!GET_GAME_STATE (PORTAL_COUNTER)					&& !(GLOBAL (CurrentActivity) & START_ENCOUNTER)					&& GLOBAL_SIS (CrewEnlisted) != (COUNT)~0)// DrawMenuStateStrings (PM_SCAN, pMS->CurState - 1);				return (TRUE);		}	}		return (FALSE);}