add: NPCPhrase (OUT_TAKES);
context: Intro (void){	BYTE b0, b1, b2, b3;	if (LOBYTE (GLOBAL (CurrentActivity)) == WON_LAST_BATTLE)	{//		NPCPhrase (OUT_TAKES);		SET_GAME_STATE (BATTLE_SEGUE, 0);		goto ExitIntro;	}	if (GET_GAME_STATE (KOHR_AH_KILLED_ALL))	{		NPCPhrase (GAME_OVER_DUDE);		SET_GAME_STATE (BATTLE_SEGUE, 0);		goto ExitIntro;	}	if (!GET_GAME_STATE (KOHR_AH_SENSES_EVIL)			&& GET_GAME_STATE (TALKING_PET_ON_SHIP))	{		NPCPhrase (SENSE_EVIL);		SET_GAME_STATE (KOHR_AH_SENSES_EVIL, 1);	}	b0 = GET_GAME_STATE (SAMATRA_GRPOFFS0);	b1 = GET_GAME_STATE (SAMATRA_GRPOFFS1);	b2 = GET_GAME_STATE (SAMATRA_GRPOFFS2);	b3 = GET_GAME_STATE (SAMATRA_GRPOFFS3);	if (LOBYTE (GLOBAL (CurrentActivity)) == IN_INTERPLANETARY			&& GLOBAL (BattleGroupRef)			&& GLOBAL (BattleGroupRef) == MAKE_DWORD (					MAKE_WORD (b0, b1), MAKE_WORD (b2, b3)					))	{		NPCPhrase (HELLO_SAMATRA);		SET_GAME_STATE (AWARE_OF_SAMATRA, 1);		SET_GAME_STATE (BATTLE_SEGUE, 1);	}	else	{		BYTE NumVisits;		NumVisits = GET_GAME_STATE (KOHR_AH_VISITS);		if (GET_GAME_STATE (KOHR_AH_FRENZY))		{			switch (NumVisits++)			{				case 0:					NPCPhrase (WE_KILL_ALL_1);					break;				case 1:					NPCPhrase (WE_KILL_ALL_2);					break;				case 2:					NPCPhrase (WE_KILL_ALL_3);					break;				case 3:					NPCPhrase (WE_KILL_ALL_4);					--NumVisits;					break;			}			Frenzy ((RESPONSE_REF)0);		}		else		{			switch (NumVisits++)			{				case 0:					NPCPhrase (HELLO_AND_DIE_1);					break;				case 1:					NPCPhrase (HELLO_AND_DIE_2);					break;				case 2:					NPCPhrase (HELLO_AND_DIE_3);					break;				case 3:					NPCPhrase (HELLO_AND_DIE_4);					--NumVisits;					break;			}			DieHuman ((RESPONSE_REF)0);		}		SET_GAME_STATE (KOHR_AH_VISITS, NumVisits);	}ExitIntro:	;}