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;	}	b0 = GET_GAME_STATE (URQUAN_PROBE_GRPOFFS0);	b1 = GET_GAME_STATE (URQUAN_PROBE_GRPOFFS1);	b2 = GET_GAME_STATE (URQUAN_PROBE_GRPOFFS2);	b3 = GET_GAME_STATE (URQUAN_PROBE_GRPOFFS3);	if (LOBYTE (GLOBAL (CurrentActivity)) == IN_INTERPLANETARY			&& GLOBAL (BattleGroupRef)			&& GLOBAL (BattleGroupRef) == MAKE_DWORD (					MAKE_WORD (b0, b1), MAKE_WORD (b2, b3)					))	{		NPCPhrase (SEND_MESSAGE);		SET_GAME_STATE (PROBE_MESSAGE_DELIVERED, 1);	}	else if (GET_GAME_STATE (PLAYER_HYPNOTIZED))	{		UrquanHypno ((RESPONSE_REF)0);	}	else	{		BYTE NumVisits;		if (!GET_GAME_STATE (URQUAN_SENSES_EVIL)				&& GET_GAME_STATE (TALKING_PET_ON_SHIP))		{			NPCPhrase (SENSE_EVIL);			SET_GAME_STATE (URQUAN_SENSES_EVIL, 1);		}		b0 = GET_GAME_STATE (COLONY_GRPOFFS0);		b1 = GET_GAME_STATE (COLONY_GRPOFFS1);		b2 = GET_GAME_STATE (COLONY_GRPOFFS2);		b3 = GET_GAME_STATE (COLONY_GRPOFFS3);		if (LOBYTE (GLOBAL (CurrentActivity)) == IN_INTERPLANETARY				&& GLOBAL (BattleGroupRef)				&& GLOBAL (BattleGroupRef) == MAKE_DWORD (						MAKE_WORD (b0, b1), MAKE_WORD (b2, b3)						))		{			NPCPhrase (CAUGHT_YA);			SET_GAME_STATE (BATTLE_SEGUE, 1);			goto ExitIntro;		}		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		{			NumVisits = GET_GAME_STATE (URQUAN_VISITS);			if (!GET_GAME_STATE (KOHR_AH_FRENZY))			{				switch (NumVisits++)				{					case 0:						NPCPhrase (INIT_HELLO);						break;					case 1:						NPCPhrase (SUBSEQUENT_HELLO_1);						break;					case 2:						NPCPhrase (SUBSEQUENT_HELLO_2);						break;					case 3:						NPCPhrase (SUBSEQUENT_HELLO_3);						break;					case 4:						NPCPhrase (SUBSEQUENT_HELLO_4);						--NumVisits;						break;				}				NormalUrquan ((RESPONSE_REF)0);			}			else			{				switch (NumVisits++)				{					case 0:						NPCPhrase (INIT_FLEE_HUMAN);						LoserUrquan ((RESPONSE_REF)0);						break;					case 1:						NPCPhrase (SUBSEQUENT_FLEE_HUMAN);						SET_GAME_STATE (BATTLE_SEGUE, 0);						--NumVisits;						break;				}			}			SET_GAME_STATE (URQUAN_VISITS, NumVisits);		}	}ExitIntro:	;}