rem: ExitConversation (Response) RESPONSE_REF Response;
add: ExitConversation (RESPONSE_REF Response)
context: ExitConversation (Response)RESPONSE_REF Response;{	if (PLAYER_SAID (Response, bye))	{		SET_GAME_STATE (BATTLE_SEGUE, 0);		if (GET_GAME_STATE (GLOBAL_FLAGS_AND_DATA) & (1 << 7))		{			if (SlaveryCount)			{				UWORD PreviousSlaves;				PreviousSlaves = MAKE_WORD (						GET_GAME_STATE (CREW_SOLD_TO_DRUUGE0),						GET_GAME_STATE (CREW_SOLD_TO_DRUUGE1)						);				SlaveryCount += PreviousSlaves;				if (SlaveryCount > 250 && PreviousSlaves <= 250)				{					if (PreviousSlaves > 100)						GLOBAL (CrewCost) += (22 - 7);					else						GLOBAL (CrewCost) += 22;				}				else if (SlaveryCount > 100 && PreviousSlaves <= 100)					GLOBAL (CrewCost) += 7;				SET_GAME_STATE (CREW_SOLD_TO_DRUUGE0, LOBYTE (SlaveryCount));				SET_GAME_STATE (CREW_SOLD_TO_DRUUGE1, HIBYTE (SlaveryCount));			}			switch (GET_GAME_STATE (DRUUGE_HOME_VISITS))			{				case 1:					NPCPhrase (BYE_FROM_TRADE_WORLD_1);					break;				default:					NPCPhrase (BYE_FROM_TRADE_WORLD_2);					break;			}		}		else if (GET_GAME_STATE (GLOBAL_FLAGS_AND_DATA) & (1 << 6))			NPCPhrase (GOODBYE_FROM_BOMB_PLANET);		else			NPCPhrase (GOODBYE_FROM_SPACE);	}	else /* if (Response == then_we_take_bomb) */	{		SET_GAME_STATE (BATTLE_SEGUE, 1);		NPCPhrase (FIGHT_FOR_BOMB);	}}