rem: chmmr_intelligence (ShipPtr, ObjectsOfConcern, ConcernCounter) PELEMENT ShipPtr; PEVALUATE_DESC ObjectsOfConcern; COUNT ConcernCounter;
add: chmmr_intelligence (PELEMENT ShipPtr, PEVALUATE_DESC ObjectsOfConcern, COUNT ConcernCounter)
context: chmmr_intelligence (ShipPtr, ObjectsOfConcern, ConcernCounter)PELEMENT ShipPtr;PEVALUATE_DESC ObjectsOfConcern;COUNT ConcernCounter;{	STARSHIPPTR StarShipPtr;	PEVALUATE_DESC lpEvalDesc;	ship_intelligence (ShipPtr, ObjectsOfConcern, ConcernCounter);	GetElementStarShip (ShipPtr, &StarShipPtr);	StarShipPtr->ship_input_state &= ~SPECIAL;	lpEvalDesc = &ObjectsOfConcern[ENEMY_SHIP_INDEX];	if (StarShipPtr->special_counter == 0			&& lpEvalDesc->ObjectPtr			&& !(StarShipPtr->ship_input_state & WEAPON)			&& lpEvalDesc->which_turn > 12			&& NORMALIZE_ANGLE (					GetVelocityTravelAngle (&ShipPtr->velocity)					- (GetVelocityTravelAngle (&lpEvalDesc->ObjectPtr->velocity)					+ HALF_CIRCLE) + QUADRANT					) > HALF_CIRCLE)		StarShipPtr->ship_input_state |= SPECIAL;}