rem: pkunk_intelligence (ShipPtr, ObjectsOfConcern, ConcernCounter) PELEMENT ShipPtr; PEVALUATE_DESC ObjectsOfConcern; COUNT ConcernCounter;
add: pkunk_intelligence (PELEMENT ShipPtr, PEVALUATE_DESC ObjectsOfConcern, COUNT ConcernCounter)
context: pkunk_intelligence (ShipPtr, ObjectsOfConcern, ConcernCounter)PELEMENT ShipPtr;PEVALUATE_DESC ObjectsOfConcern;COUNT ConcernCounter;{	STARSHIPPTR StarShipPtr;	GetElementStarShip (ShipPtr, &StarShipPtr);	if (hPhoenix && StarShipPtr->special_counter)	{		RemoveElement (hPhoenix);		FreeElement (hPhoenix);		hPhoenix = 0;	}	if (StarShipPtr->RaceDescPtr->ship_info.energy_level <			StarShipPtr->RaceDescPtr->ship_info.max_energy			&& (StarShipPtr->special_counter == 0			|| (BYTE)TFB_Random () < 20))		StarShipPtr->ship_input_state |= SPECIAL;	else		StarShipPtr->ship_input_state &= ~SPECIAL;	ship_intelligence (ShipPtr, ObjectsOfConcern, ConcernCounter);}