rem: shofixti_intelligence (ShipPtr, ObjectsOfConcern, ConcernCounter) PELEMENT ShipPtr; PEVALUATE_DESC ObjectsOfConcern; COUNT ConcernCounter;
add: shofixti_intelligence (PELEMENT ShipPtr, PEVALUATE_DESC ObjectsOfConcern, COUNT ConcernCounter)
context: shofixti_intelligence (ShipPtr, ObjectsOfConcern, ConcernCounter)PELEMENT ShipPtr;PEVALUATE_DESC ObjectsOfConcern;COUNT ConcernCounter;{	STARSHIPPTR StarShipPtr;	ship_intelligence (ShipPtr,			ObjectsOfConcern, ConcernCounter);	GetElementStarShip (ShipPtr, &StarShipPtr);	if (StarShipPtr->special_counter == 0)	{		if (StarShipPtr->ship_input_state & SPECIAL)			StarShipPtr->ship_input_state &= ~SPECIAL;		else		{			register PEVALUATE_DESC lpWeaponEvalDesc, lpShipEvalDesc;			lpWeaponEvalDesc = &ObjectsOfConcern[ENEMY_WEAPON_INDEX];			lpShipEvalDesc = &ObjectsOfConcern[ENEMY_SHIP_INDEX];			if (StarShipPtr->RaceDescPtr->ship_data.special[0]					&& (GetFrameCount (StarShipPtr->RaceDescPtr->ship_data.captain_control.special)					- GetFrameIndex (StarShipPtr->RaceDescPtr->ship_data.captain_control.special) > 5					|| (lpShipEvalDesc->ObjectPtr != NULL_PTR					&& lpShipEvalDesc->which_turn <= 4)					|| (lpWeaponEvalDesc->ObjectPtr != NULL_PTR								/* means IMMEDIATE WEAPON */					&& (((lpWeaponEvalDesc->ObjectPtr->state_flags & PLAYER_SHIP)					&& ShipPtr->crew_level == 1)					|| (PlotIntercept (lpWeaponEvalDesc->ObjectPtr, ShipPtr, 2, 0)					&& lpWeaponEvalDesc->ObjectPtr->mass_points >= ShipPtr->crew_level					&& (TFB_Random () & 1))))))				StarShipPtr->ship_input_state |= SPECIAL;		}	}}