rem: slylandro_intelligence (ShipPtr, ObjectsOfConcern, ConcernCounter) PELEMENT ShipPtr; PEVALUATE_DESC ObjectsOfConcern; COUNT ConcernCounter;
add: slylandro_intelligence (PELEMENT ShipPtr, PEVALUATE_DESC ObjectsOfConcern, COUNT ConcernCounter)
context: slylandro_intelligence (ShipPtr, ObjectsOfConcern, ConcernCounter)PELEMENT ShipPtr;PEVALUATE_DESC ObjectsOfConcern;COUNT ConcernCounter;{	PEVALUATE_DESC lpEvalDesc;	STARSHIPPTR StarShipPtr;	if (LOBYTE (GLOBAL (CurrentActivity)) == IN_ENCOUNTER)			/* no dodging in role playing game */		ObjectsOfConcern[ENEMY_WEAPON_INDEX].ObjectPtr = 0;	lpEvalDesc = &ObjectsOfConcern[ENEMY_SHIP_INDEX];	GetElementStarShip (ShipPtr, &StarShipPtr);	if (StarShipPtr->special_counter == 0			&& StarShipPtr->RaceDescPtr->ship_info.energy_level == 0			&& ObjectsOfConcern[GRAVITY_MASS_INDEX].ObjectPtr == 0)		ConcernCounter = FIRST_EMPTY_INDEX + 1;	if (lpEvalDesc->ObjectPtr && lpEvalDesc->MoveState == PURSUE			&& lpEvalDesc->which_turn <= 6)		lpEvalDesc->MoveState = ENTICE;	++ShipPtr->thrust_wait;	ship_intelligence (ShipPtr, ObjectsOfConcern, ConcernCounter);	--ShipPtr->thrust_wait;	if (lpEvalDesc->ObjectPtr && lpEvalDesc->which_turn <= 14)		StarShipPtr->ship_input_state |= WEAPON;	else		StarShipPtr->ship_input_state &= ~WEAPON;	StarShipPtr->ship_input_state &= ~SPECIAL;	if (StarShipPtr->RaceDescPtr->ship_info.energy_level <			StarShipPtr->RaceDescPtr->ship_info.max_energy)	{		lpEvalDesc = &ObjectsOfConcern[FIRST_EMPTY_INDEX];		if (lpEvalDesc->ObjectPtr && lpEvalDesc->which_turn <= 14)			StarShipPtr->ship_input_state |= SPECIAL;	}}