diff --git a/src/m_menu.c b/src/m_menu.c
index 4d8ee17e8a50c582b910a1748d741997515d9457..fded90750885a424d4c7f572982231ac173a52d0 100644
--- a/src/m_menu.c
+++ b/src/m_menu.c
@@ -263,7 +263,7 @@ static void M_ConfirmTeamScramble(INT32 choice);
 static void M_ConfirmTeamChange(INT32 choice);
 static void M_SecretsMenu(INT32 choice);
 static void M_SetupChoosePlayer(INT32 choice);
-static UINT16 M_SetupChoosePlayerDirect(INT32 choice);
+static INT32 M_SetupChoosePlayerDirect(INT32 choice);
 static void M_QuitSRB2(INT32 choice);
 menu_t SP_MainDef, OP_MainDef;
 menu_t MISC_ScrambleTeamDef, MISC_ChangeTeamDef;
@@ -3674,7 +3674,7 @@ void M_StartControlPanel(void)
 	{
 		// Devmode unlocks Pandora's Box in the pause menu
 		boolean pandora = ((M_SecretUnlocked(SECRET_PANDORA, serverGamedata) || cv_debug || devparm) && !marathonmode);
-		
+
 		if (gamestate != GS_LEVEL || ultimatemode) // intermission, so gray out stuff.
 		{
 			SPauseMenu[spause_pandora].status = (pandora) ? (IT_GRAYEDOUT) : (IT_DISABLED);
@@ -4156,7 +4156,7 @@ static void M_DrawStaticBox(fixed_t x, fixed_t y, INT32 flags, fixed_t w, fixed_
 			temp = (gametic % temp) * h*2*FRACUNIT; // Which frame to draw
 
 		V_DrawCroppedPatch(x*FRACUNIT, y*FRACUNIT, (w*FRACUNIT) / 160, (h*FRACUNIT) / 100, flags, patch, NULL, 0, temp, w*2*FRACUNIT, h*2*FRACUNIT);
-		
+
 		W_UnlockCachedPatch(patch);
 		return;
 	}
@@ -9072,7 +9072,7 @@ static void M_CacheCharacterSelectEntry(INT32 i, INT32 skinnum)
 		description[i].namepic = W_CachePatchName(description[i].nametag, PU_PATCH);
 }
 
-static UINT16 M_SetupChoosePlayerDirect(INT32 choice)
+static INT32 M_SetupChoosePlayerDirect(INT32 choice)
 {
 	INT32 skinnum, botskinnum;
 	UINT16 i;
@@ -9161,7 +9161,7 @@ static UINT16 M_SetupChoosePlayerDirect(INT32 choice)
 
 static void M_SetupChoosePlayer(INT32 choice)
 {
-	UINT16 skinset = M_SetupChoosePlayerDirect(choice);
+	INT32 skinset = M_SetupChoosePlayerDirect(choice);
 	if (skinset != MAXCHARACTERSLOTS)
 	{
 		M_ChoosePlayer(skinset);
@@ -10186,7 +10186,7 @@ void M_DrawNightsAttackMenu(void)
 			skinnumber = 0; //Default to Sonic
 		else
 			skinnumber = (cv_chooseskin.value-1);
-			
+
 		spritedef_t *sprdef = &skins[skinnumber]->sprites[SPR2_NFLY]; //Make our patch the selected character's NFLY sprite
 		spritetimer = FixedInt(ntsatkdrawtimer/2) % skins[skinnumber]->sprites[SPR2_NFLY].numframes; //Make the sprite timer cycle though all the frames at 2 tics per frame
 		spriteframe_t *sprframe = &sprdef->spriteframes[spritetimer]; //Our animation frame is equal to the number on the timer
@@ -10199,11 +10199,11 @@ void M_DrawNightsAttackMenu(void)
 			color = skins[skinnumber]->supercolor+4;
 		else //If you don't go super in NiGHTS or at all, use prefcolor
 			color = skins[skinnumber]->prefcolor;
-				
+
 		angle_t fa = (FixedAngle(((FixedInt(ntsatkdrawtimer * 4)) % 360)<<FRACBITS)>>ANGLETOFINESHIFT) & FINEMASK;
 
 		V_DrawFixedPatch(270<<FRACBITS, (186<<FRACBITS) - 8*FINESINE(fa),
-						 FixedDiv(skins[skinnumber]->highresscale, skins[skinnumber]->shieldscale), 
+						 FixedDiv(skins[skinnumber]->highresscale, skins[skinnumber]->shieldscale),
 						 (sprframe->flip & 1<<6) ? V_FLIP : 0,
 						 natksprite,
 						 R_GetTranslationColormap(TC_BLINK, color, GTC_CACHE));