rem: (COUNT)TFB_Random () % pSeq->FramesLeft);
add: (COUNT)((COUNT)TFB_Random () % pSeq->FramesLeft));
context: SetUpSequence (PSEQUENCE pSeq){	COUNT i;	ANIMATION_DESCPTR ADPtr;	pSeq = &pSeq[i = CommData.NumAnimations];	ADPtr = &CommData.AlienAmbientArray[i];	while (i--)	{		--ADPtr;		--pSeq;		if (ADPtr->AnimFlags & COLORXFORM_ANIM)			pSeq->AnimType = COLOR_ANIM;		else			pSeq->AnimType = PICTURE_ANIM;		pSeq->Direction = UP_DIR;		pSeq->FramesLeft = ADPtr->NumFrames;		if (pSeq->AnimType == COLOR_ANIM)			pSeq->AnimObj.CurCMap = SetAbsColorMapIndex (					CommData.AlienColorMap,					ADPtr->StartIndex					);		else			pSeq->AnimObj.CurFrame = SetAbsFrameIndex (					CommData.AlienFrame,					ADPtr->StartIndex					);		if (ADPtr->AnimFlags & RANDOM_ANIM)		{			if (pSeq->AnimType == COLOR_ANIM)				pSeq->AnimObj.CurCMap =						SetRelColorMapIndex (pSeq->AnimObj.CurCMap,						(COUNT)TFB_Random () % pSeq->FramesLeft);			else				pSeq->AnimObj.CurFrame =						SetRelFrameIndex (pSeq->AnimObj.CurFrame,						(COUNT)TFB_Random () % pSeq->FramesLeft);		}		else if (ADPtr->AnimFlags & YOYO_ANIM)		{			--pSeq->FramesLeft;			if (pSeq->AnimType == COLOR_ANIM)				pSeq->AnimObj.CurCMap =						SetRelColorMapIndex (pSeq->AnimObj.CurCMap, 1);			else				pSeq->AnimObj.CurFrame =						IncFrameIndex (pSeq->AnimObj.CurFrame);		}		pSeq->Alarm =				ADPtr->BaseRestartRate				+ ((COUNT)TFB_Random ()				% (ADPtr->RandomRestartRate + 1))				+ 1;	}}