rem: LockMutex (GraphicsLock); DeltaSISGauges (0, 0, race_bounty[SLYLANDRO_SHIP] >> 3); UnlockMutex (GraphicsLock); SET_GAME_STATE (BATTLE_SEGUE, 0);
add: instantVictory = TRUE; SET_GAME_STATE (BATTLE_SEGUE, 1);
context: CombatIsInevitable (RESPONSE_REF R){	if (R == 0)	{		if (GET_GAME_STATE (DESTRUCT_CODE_ON_SHIP))			Response (destruct_code, CombatIsInevitable);		switch (GET_GAME_STATE (SLYLANDRO_PROBE_THREAT))		{			case 0:				threat = threat_1;				break;			case 1:				threat = threat_2;				break;			case 2:				threat = threat_3;				break;			default:				threat = threat_4;				break;		}		Response (threat, CombatIsInevitable);		switch (GET_GAME_STATE (SLYLANDRO_PROBE_WRONG))		{			case 0:				something_wrong = something_wrong_1;				break;			case 1:				something_wrong = something_wrong_2;				break;			case 2:				something_wrong = something_wrong_3;				break;			default:				something_wrong = something_wrong_4;				break;		}		Response (something_wrong, CombatIsInevitable);		switch (GET_GAME_STATE (SLYLANDRO_PROBE_ID))		{			case 0:				we_are_us = we_are_us_1;				break;			case 1:				we_are_us = we_are_us_2;				break;			case 2:				we_are_us = we_are_us_3;				break;			default:				we_are_us = we_are_us_4;				break;		}		Response (we_are_us, CombatIsInevitable);		switch (GET_GAME_STATE (SLYLANDRO_PROBE_INFO))		{			case 0:				why_attack = why_attack_1;				break;			case 1:				why_attack = why_attack_2;				break;			case 2:				why_attack = why_attack_3;				break;			default:				why_attack = why_attack_4;				break;		}		Response (why_attack, CombatIsInevitable);		switch (GET_GAME_STATE (SLYLANDRO_PROBE_EXIT))		{			case 0:				bye = bye_1;				break;			case 1:				bye = bye_2;				break;			case 2:				bye = bye_3;				break;			default:				bye = bye_4;				break;		}		Response (bye, CombatIsInevitable);	}	else if (PLAYER_SAID (R, destruct_code))	{		COUNT race_bounty[] =		{			RACE_SHIP_COST		};		NPCPhrase (DESTRUCT_SEQUENCE);		LockMutex (GraphicsLock);		DeltaSISGauges (0, 0, race_bounty[SLYLANDRO_SHIP] >> 3);		UnlockMutex (GraphicsLock);		SET_GAME_STATE (BATTLE_SEGUE, 0);	}	else	{		BYTE NumVisits;		if (PLAYER_SAID (R, threat))		{			NumVisits = GET_GAME_STATE (SLYLANDRO_PROBE_THREAT);			switch (NumVisits++)			{				case 0:					NPCPhrase (PROGRAMMED_TO_DEFEND_1);					break;				case 1:					NPCPhrase (PROGRAMMED_TO_DEFEND_2);					break;				case 2:					NPCPhrase (PROGRAMMED_TO_DEFEND_3);					break;				case 3:					NPCPhrase (PROGRAMMED_TO_DEFEND_4);					--NumVisits;					break;			}			SET_GAME_STATE (SLYLANDRO_PROBE_THREAT, NumVisits);		}		else if (PLAYER_SAID (R, something_wrong))		{			NumVisits = GET_GAME_STATE (SLYLANDRO_PROBE_WRONG);			switch (NumVisits++)			{				case 0:					NPCPhrase (NOMINAL_FUNCTION_1);					break;				case 1:					NPCPhrase (NOMINAL_FUNCTION_2);					break;				case 2:					NPCPhrase (NOMINAL_FUNCTION_3);					break;				case 3:					NPCPhrase (NOMINAL_FUNCTION_4);					--NumVisits;					break;			}			SET_GAME_STATE (SLYLANDRO_PROBE_WRONG, NumVisits);		}		else if (PLAYER_SAID (R, we_are_us))		{			NumVisits = GET_GAME_STATE (SLYLANDRO_PROBE_ID);			switch (NumVisits++)			{				case 0:					NPCPhrase (THIS_IS_PROBE_1);					break;				case 1:					NPCPhrase (THIS_IS_PROBE_2);					break;				case 2:					NPCPhrase (THIS_IS_PROBE_3);					break;				case 3:				{					NPCPhrase (THIS_IS_PROBE_40);					NPCPhrase (GLOBAL_PLAYER_LOCATION);					NPCPhrase (THIS_IS_PROBE_41);					--NumVisits;					break;				}			}			SET_GAME_STATE (SLYLANDRO_PROBE_ID, NumVisits);		}		else if (PLAYER_SAID (R, why_attack))		{			NumVisits = GET_GAME_STATE (SLYLANDRO_PROBE_INFO);			switch (NumVisits++)			{				case 0:					NPCPhrase (PEACEFUL_MISSION_1);					break;				case 1:					NPCPhrase (PEACEFUL_MISSION_2);					break;				case 2:					NPCPhrase (PEACEFUL_MISSION_3);					break;				case 3:					NPCPhrase (PEACEFUL_MISSION_4);					--NumVisits;					break;			}			SET_GAME_STATE (SLYLANDRO_PROBE_INFO, NumVisits);		}		else if (PLAYER_SAID (R, bye))		{			NumVisits = GET_GAME_STATE (SLYLANDRO_PROBE_EXIT);			switch (NumVisits++)			{				case 0:					NPCPhrase (GOODBYE_1);					break;				case 1:					NPCPhrase (GOODBYE_2);					break;				case 2:					NPCPhrase (GOODBYE_3);					break;				case 3:					NPCPhrase (GOODBYE_4);					--NumVisits;					break;			}			SET_GAME_STATE (SLYLANDRO_PROBE_EXIT, NumVisits);		}		NPCPhrase (HOSTILE);		SET_GAME_STATE (PROBE_EXHIBITED_BUG, 1);		SET_GAME_STATE (BATTLE_SEGUE, 1);	}}