add: if (crew_delta < 1) return;
context: DeltaLanderCrew (SIZE crew_delta, COUNT which_disaster){	STAMP s;	CONTEXT OldContext;	if (crew_delta > 0)	{		crew_delta = HIBYTE (pMenuState->delta_item);		pMenuState->delta_item += MAKE_WORD (0, 1);		s.frame = SetAbsFrameIndex (LanderFrame[0], 55);	}	else /* if (crew_delta < 0) */	{		BYTE ShieldFlags;		ShieldFlags = GET_GAME_STATE (LANDER_SHIELDS);		ShieldFlags &= 1 << which_disaster;		crew_delta = HIBYTE (pMenuState->delta_item);		if (ShieldFlags && (BYTE)TFB_Random () < 256 * 95 / 100)			pMenuState->delta_item = SHIELD_BIT;		else		{			ShieldFlags = 0;			if (--crew_delta == 0)				pMenuState->CurState = 0;			pMenuState->delta_item = 0;		}		pMenuState->delta_item |= MAKE_WORD (DAMAGE_CYCLE, crew_delta);		if (ShieldFlags)			return;		s.frame = SetAbsFrameIndex (LanderFrame[0], 56);		PlaySound (SetAbsSoundIndex (LanderSounds, LANDER_INJURED),				NotPositional (), NULL, GAME_SOUND_PRIORITY);	}	s.origin.x = 11 + (6 * (crew_delta % NUM_CREW_COLS));	s.origin.y = 35 - (6 * (crew_delta / NUM_CREW_COLS));	OldContext = SetContext (RadarContext);	DrawStamp (&s);	SetContext (OldContext);}