add: NPCPhrase (OUT_TAKES);
context: Intro (void){	if (LOBYTE (GLOBAL (CurrentActivity)) == WON_LAST_BATTLE)	{// NPCPhrase (OUT_TAKES);		SET_GAME_STATE (BATTLE_SEGUE, 0);		goto ExitIntro;	}	if (GET_GAME_STATE (GLOBAL_FLAGS_AND_DATA) & (1 << 6))	{		Menagerie ((RESPONSE_REF)0);	}	else	{		BYTE NumVisits;		if (GET_GAME_STATE (GLOBAL_FLAGS_AND_DATA) & (1 << 7))		{			NumVisits = GET_GAME_STATE (VUX_HOME_VISITS);			switch (NumVisits++)			{				case 0:					NPCPhrase (HOMEWORLD_HELLO_1);					break;				case 1:					NPCPhrase (HOMEWORLD_HELLO_2);					break;				case 2:					NPCPhrase (HOMEWORLD_HELLO_3);					break;				case 3:					NPCPhrase (HOMEWORLD_HELLO_4);					--NumVisits;					break;			}			SET_GAME_STATE (VUX_HOME_VISITS, NumVisits);		}		else		{			NumVisits = GET_GAME_STATE (VUX_VISITS);			switch (NumVisits++)			{				case 0:					NPCPhrase (SPACE_HELLO_1);					break;				case 1:					NPCPhrase (SPACE_HELLO_2);					break;				case 2:					NPCPhrase (SPACE_HELLO_3);					break;				case 3:					NPCPhrase (SPACE_HELLO_4);					--NumVisits;					break;			}			SET_GAME_STATE (VUX_VISITS, NumVisits);		}		NormalVux ((RESPONSE_REF)0);	}ExitIntro:	;}