     }
   
     // now figure out the fading light
-    if( currentMillis - prevFadeCycMillis > cycfadespeed ){
+    if( (unsigned long)( currentMillis - prevFadeCycMillis) >= cycfadespeed ){
       prevFadeCycMillis = currentMillis;
       if( cycFading != -1 ){
         switch ( cycFading ) {

          playAudio(blastTrack, playing);
        } else {
          // find out what our timing is
          long diff = millis() - firingStateMillis;
          
          if ( diff > firingWarnWaitTime) { // if we are in the fire warn interval
            pwr_interval = 10;      // speed up the powercell animation

      }
    }
  }else{ // otherwise this is the standard version
    if ((unsigned long)(currentMillis - prevCycMillis) >= cycspeed) {
      prevCycMillis = currentMillis;
      
      switch ( cycOrder ) {
