add: NPCPhrase (OUT_TAKES);
context: Intro (void){	BYTE NumVisits, Manner;	if (LOBYTE (GLOBAL (CurrentActivity)) == WON_LAST_BATTLE)	{// NPCPhrase (OUT_TAKES);		SET_GAME_STATE (BATTLE_SEGUE, 0);		goto ExitIntro;	}	Manner = GET_GAME_STATE (PKUNK_MANNER);	if (Manner == 2)	{		NumVisits = GET_GAME_STATE (PKUNK_VISITS);		switch (NumVisits++)		{			case 0:				NPCPhrase (HATE_YOU_FOREVER_1);				break;			case 1:				NPCPhrase (HATE_YOU_FOREVER_2);				break;			case 2:				NPCPhrase (HATE_YOU_FOREVER_3);				break;			case 3:				NPCPhrase (HATE_YOU_FOREVER_4);				--NumVisits;				break;		}		SET_GAME_STATE (PKUNK_VISITS, NumVisits);		SET_GAME_STATE (BATTLE_SEGUE, 1);	}	else if (Manner == 1)	{		NumVisits = GET_GAME_STATE (PKUNK_VISITS);		switch (NumVisits++)		{			case 0:				NPCPhrase (SPIRITUAL_PROBLEMS_1);				break;			case 1:				NPCPhrase (SPIRITUAL_PROBLEMS_2);				break;			case 2:				NPCPhrase (SPIRITUAL_PROBLEMS_3);				break;			case 3:				NPCPhrase (SPIRITUAL_PROBLEMS_4);				--NumVisits;				break;		}		SET_GAME_STATE (PKUNK_VISITS, NumVisits);		PkunkAngry ((RESPONSE_REF)0);	}	else if (GET_GAME_STATE (GLOBAL_FLAGS_AND_DATA) & (1 << 7))	{		if (!GET_GAME_STATE (CLEAR_SPINDLE))		{			NPCPhrase (GIVE_SPINDLE);			SET_GAME_STATE (CLEAR_SPINDLE, 1);			SET_GAME_STATE (CLEAR_SPINDLE_ON_SHIP, 1);		}		else if (!GET_GAME_STATE (PKUNK_SENSE_VICTOR)				&& GLOBAL (GameClock.year_index) > START_YEAR				&& !GET_GAME_STATE (KOHR_AH_FRENZY))		{			NPCPhrase (SENSE_KOHRAH_VICTORY);			SET_GAME_STATE (PKUNK_SENSE_VICTOR, 1);		}		NumVisits = GET_GAME_STATE (PKUNK_HOME_VISITS);		if (Manner == 0)		{			switch (NumVisits++)			{				case 0:					NPCPhrase (NEUTRAL_HOMEWORLD_HELLO_1);					break;				case 1:					NPCPhrase (NEUTRAL_HOMEWORLD_HELLO_2);					break;				case 2:					NPCPhrase (NEUTRAL_HOMEWORLD_HELLO_3);					break;				case 3:					NPCPhrase (NEUTRAL_HOMEWORLD_HELLO_4);					--NumVisits;					break;			}		}		else		{			if (NumVisits && ShipsReady ())			{				if (ActivateStarShip (PKUNK_SHIP, FEASIBILITY_STUDY) == 0)					NPCPhrase (NO_ROOM);				else				{					NPCPhrase (SHIP_GIFT);					PrepareShip ();				}			}			else switch (NumVisits++)			{				case 0:					NPCPhrase (FRIENDLY_HOMEWORLD_HELLO_1);					break;				case 1:					NPCPhrase (FRIENDLY_HOMEWORLD_HELLO_2);					break;				case 2:					NPCPhrase (FRIENDLY_HOMEWORLD_HELLO_3);					break;				case 3:					NPCPhrase (FRIENDLY_HOMEWORLD_HELLO_4);					break;				case 4:					NPCPhrase (FRIENDLY_HOMEWORLD_HELLO_5);					break;				case 5:					NPCPhrase (FRIENDLY_HOMEWORLD_HELLO_6);					break;				case 6:					NPCPhrase (FRIENDLY_HOMEWORLD_HELLO_7);					break;				case 7:					NPCPhrase (FRIENDLY_HOMEWORLD_HELLO_8);					--NumVisits;					break;			}		}		SET_GAME_STATE (PKUNK_HOME_VISITS, NumVisits);		PkunkHome ((RESPONSE_REF)0);	}	else if ((NumVisits = GET_GAME_STATE (PKUNK_MISSION)) == 0			|| !(NumVisits & 1))	{		NumVisits = GET_GAME_STATE (PKUNK_VISITS);		if (Manner == 3)		{			switch (NumVisits++)			{				case 0:					NPCPhrase (FRIENDLY_SPACE_HELLO_1);					break;				case 1:					NPCPhrase (FRIENDLY_SPACE_HELLO_2);					break;				case 2:					NPCPhrase (FRIENDLY_SPACE_HELLO_3);					break;				case 3:					NPCPhrase (FRIENDLY_SPACE_HELLO_4);					break;				case 4:					NPCPhrase (FRIENDLY_SPACE_HELLO_5);					break;				case 5:					NPCPhrase (FRIENDLY_SPACE_HELLO_6);					break;				case 6:					NPCPhrase (FRIENDLY_SPACE_HELLO_7);					break;				case 7:					NPCPhrase (FRIENDLY_SPACE_HELLO_8);					--NumVisits;					break;			}			PkunkFriendlySpace ((RESPONSE_REF)0);		}		else		{			switch (NumVisits++)			{				case 0:					NPCPhrase (NEUTRAL_SPACE_HELLO_1);					break;				case 1:					NPCPhrase (NEUTRAL_SPACE_HELLO_2);					break;				case 2:					NPCPhrase (NEUTRAL_SPACE_HELLO_3);					break;				case 3:					NPCPhrase (NEUTRAL_SPACE_HELLO_4);					--NumVisits;					break;			}			PkunkNeutralSpace ((RESPONSE_REF)0);		}		SET_GAME_STATE (PKUNK_VISITS, NumVisits);	}	else	{		NumVisits = GET_GAME_STATE (PKUNK_MIGRATE_VISITS);		switch (NumVisits++)		{			case 0:				NPCPhrase (MIGRATING_SPACE_1);				break;			case 1:				NPCPhrase (MIGRATING_SPACE_2);				break;			case 2:				NPCPhrase (MIGRATING_SPACE_3);				break;			case 3:				NPCPhrase (MIGRATING_SPACE_4);				break;			case 4:				NPCPhrase (MIGRATING_SPACE_5);				break;			case 5:				NPCPhrase (MIGRATING_SPACE_6);				break;			case 6:				NPCPhrase (MIGRATING_SPACE_7);				break;			case 7:				NPCPhrase (MIGRATING_SPACE_8);				--NumVisits;				break;		}		SET_GAME_STATE (PKUNK_MIGRATE_VISITS, NumVisits);		PkunkMigrate ((RESPONSE_REF)0);	}ExitIntro:	;}