add: if (cur_player == 0) InputState |= (*(HumanInput[cur_player])) () & BATTLE_ESCAPE; }
context: computer_intelligence (void){	BATTLE_INPUT_STATE InputState;	if (LOBYTE (GLOBAL (CurrentActivity)) == IN_LAST_BATTLE)		return 0;	if (CyborgDescPtr)	{		if (PlayerControl[cur_player] & CYBORG_CONTROL)			InputState = tactical_intelligence ();		else			InputState = (*(HumanInput[cur_player])) ();	}	else if (!(PlayerControl[cur_player] & PSYTRON_CONTROL))		InputState = 0;	else	{		switch (LOBYTE (GLOBAL (CurrentActivity)))		{			case SUPER_MELEE:			{				SleepThread (ONE_SECOND >> 1);				InputState = BATTLE_WEAPON; /* pick a random ship */				break;			}			default:				// Should not happen. Satisfying compiler.				fprintf (stderr, "Warning: Unexpected state in "						"computer_intelligence().");				InputState = 0;				break;		}	}	return InputState;}