rem: pt.x -= RANDOM_MISS + (SIZE)(LOWORD (Random ()) % (RANDOM_MISS << 1));
add: pt.x -= RANDOM_MISS - (SIZE)(LOWORD (Random ()) % (RANDOM_MISS << 1));
context: InitPlanetSide (void){	SIZE num_crew;	POINT pt;	STAMP s;	CONTEXT OldContext;	DWORD Time;	SetSemaphore (GraphicsSem);	OldContext = SetContext (RadarContext);	ClearSemaphore (GraphicsSem);	Time = GetTimeCounter ();	s.origin.x = 0;	s.origin.y = 0;	s.frame = SetAbsFrameIndex (LanderFrame[0],			(ANGLE_TO_FACING (FULL_CIRCLE) << 1) + 1);	SetSemaphore (GraphicsSem);	DrawStamp (&s);	ClearSemaphore (GraphicsSem);	SleepThread (ONE_SECOND / 15);	Time = GetTimeCounter ();	for (num_crew = 0; num_crew < (NUM_CREW_COLS * NUM_CREW_ROWS)			&& GLOBAL_SIS (CrewEnlisted); ++num_crew)	{		SleepThreadUntil (Time + 4);		Time = GetTimeCounter ();		SetSemaphore (GraphicsSem);		DeltaSISGauges (-1, 0, 0);		DeltaLanderCrew (1, 0);		ClearSemaphore (GraphicsSem);	}	SleepThreadUntil (Time + (ONE_SECOND / 15));	Time = GetTimeCounter ();	if (GET_GAME_STATE (IMPROVED_LANDER_SHOT))		s.frame = SetAbsFrameIndex (s.frame, 59);	else		s.frame = SetAbsFrameIndex (s.frame,				(ANGLE_TO_FACING (FULL_CIRCLE) << 1) + 2);	SetSemaphore (GraphicsSem);	DrawStamp (&s);	ClearSemaphore (GraphicsSem);	SleepThreadUntil (Time + (ONE_SECOND / 15));	Time = GetTimeCounter ();	if (GET_GAME_STATE (IMPROVED_LANDER_SPEED))		s.frame = SetAbsFrameIndex (s.frame, 57);	else	{		s.frame = SetAbsFrameIndex (s.frame,				(ANGLE_TO_FACING (FULL_CIRCLE) << 1) + 3);		SetSemaphore (GraphicsSem);		DrawStamp (&s);		ClearSemaphore (GraphicsSem);		SleepThreadUntil (Time + (ONE_SECOND / 15));		Time = GetTimeCounter ();		s.frame = IncFrameIndex (s.frame);	}	SetSemaphore (GraphicsSem);	DrawStamp (&s);	ClearSemaphore (GraphicsSem);	if (GET_GAME_STATE (IMPROVED_LANDER_CARGO))	{		SleepThreadUntil (Time + (ONE_SECOND / 15));		Time = GetTimeCounter ();		s.frame = SetAbsFrameIndex (s.frame, 58);		SetSemaphore (GraphicsSem);		DrawStamp (&s);		ClearSemaphore (GraphicsSem);	}	SleepThreadUntil (Time + (ONE_SECOND / 15));	SetSemaphore (GraphicsSem);	PlaySound (SetAbsSoundIndex (LanderSounds, LANDER_DEPARTS),			GAME_SOUND_PRIORITY + 1);	SetContext (SpaceContext);	AnimateLaunch (LanderFrame[5], FALSE);	// Adjust pSolarSysState->MenuState.first_item by a random jitter.#define RANDOM_MISS 64	pt = pSolarSysState->MenuState.first_item;	// Jitter the X landing point.	pt.x -= RANDOM_MISS + (SIZE)(LOWORD (Random ()) % (RANDOM_MISS << 1));	if (pt.x < 0)		pt.x += (MAP_WIDTH << MAG_SHIFT);	else if (pt.x >= (MAP_WIDTH << MAG_SHIFT))		pt.x -= (MAP_WIDTH << MAG_SHIFT);	// Jitter the Y landing point.	pt.y -= RANDOM_MISS + (SIZE)(LOWORD (Random ()) % (RANDOM_MISS << 1));	if (pt.y < 0)		pt.y = 0;	else if (pt.y >= (MAP_HEIGHT << MAG_SHIFT))		pt.y = (MAP_HEIGHT << MAG_SHIFT) - 1;	// Put this back in as our original menu choice.	pSolarSysState->MenuState.first_item = pt;#ifdef NEVER	SetContext (ScanContext);	s.origin = pMenuState->flash_rect0.corner;	s.origin.x -= (FLASH_WIDTH >> 1);	s.origin.y -= (FLASH_HEIGHT >> 1);	s.frame = pMenuState->flash_frame0;	DrawStamp (&s);#endif /* NEVER */	pMenuState->flash_rect0.corner = pt;	SetContext (SpaceContext);	SetContextFont (TinyFont);	{		RECT r;		r.corner.x = SURFACE_X;		r.corner.y = SURFACE_Y;		r.extent.width = SURFACE_WIDTH;		r.extent.height = SURFACE_HEIGHT;		SetContextClipRect (&r);		SetContextClipping (TRUE);		BatchGraphics ();				{			STAMP s;			// Note - This code is the same as in ScrollPlanetSize,			// Display planet area, accounting for horizontal wrapping if			// near the edges.			ClearDrawable ();			s.origin.x = -pt.x + (SURFACE_WIDTH >> 1);			s.origin.y = -pt.y + (SURFACE_HEIGHT >> 1);			s.frame = pSolarSysState->TopoFrame;			SetGraphicScale (1 << (MAG_SHIFT + 8));			DrawStamp (&s);			s.origin.x += MAP_WIDTH << MAG_SHIFT;			DrawStamp (&s);			s.origin.x -= MAP_WIDTH << (MAG_SHIFT + 1);			DrawStamp (&s);			SetGraphicScale (0);		}		ScreenTransition (3, &r);		UnbatchGraphics ();		LoadIntoExtraScreen (&r);	}	SetContext (OldContext);	ClearSISRect (CLEAR_SIS_RADAR);	ClearSemaphore (GraphicsSem);	SET_GAME_STATE (PLANETARY_LANDING, 1);}