rem: CombatIsInevitable (Response) RESPONSE_REF Response;
add: CombatIsInevitable (RESPONSE_REF Response)
context: CombatIsInevitable (Response)RESPONSE_REF Response;{	SET_GAME_STATE (BATTLE_SEGUE, 1);	if (PLAYER_SAID (Response, you_are_weak))		NPCPhrase (STRENGTH_NOT_ALL);	else if (PLAYER_SAID (Response, slay_by_thousands))		NPCPhrase (NO_SLAY_BY_THOUSANDS);	else if (PLAYER_SAID (Response, ease_up))		NPCPhrase (NO_EASE_UP);	else if (PLAYER_SAID (Response, bye_space))		NPCPhrase (GOODBYE_AND_DIE_SPACE);	else if (PLAYER_SAID (Response, bye_homeworld))		NPCPhrase (GOODBYE_AND_DIE_HOMEWORLD);	else if (PLAYER_SAID (Response, want_peace))		NPCPhrase (NO_PEACE);	else if (PLAYER_SAID (Response, want_alliance))		NPCPhrase (NO_ALLIANCE);	else if (PLAYER_SAID (Response, but_evil_is_defined))		NPCPhrase (DONT_CONFUSE_US);	else if (PLAYER_SAID (Response, bye_gods))	{		NPCPhrase (GOODBYE_GODS);		SET_GAME_STATE (BATTLE_SEGUE, 0);	}	if (PLAYER_SAID (Response, whats_up))	{		NPCPhrase (GENERAL_INFO);		Response (bye, CombatIsInevitable);	}	else if (PLAYER_SAID (Response, whats_up_space_1)			|| PLAYER_SAID (Response, whats_up_space_2)			|| PLAYER_SAID (Response, whats_up_space_3)			|| PLAYER_SAID (Response, whats_up_space_4)			|| PLAYER_SAID (Response, whats_up_space_5))	{		BYTE NumVisits;		NumVisits = GET_GAME_STATE (ILWRATH_INFO);		switch (NumVisits++)		{			case 0:				NPCPhrase (GENERAL_INFO_SPACE_1);				break;			case 1:				NPCPhrase (GENERAL_INFO_SPACE_2);				break;			case 2:				NPCPhrase (GENERAL_INFO_SPACE_3);				break;			case 3:				NPCPhrase (GENERAL_INFO_SPACE_4);				break;			case 4:				NPCPhrase (GENERAL_INFO_SPACE_5);				--NumVisits;				break;		}		SET_GAME_STATE (ILWRATH_INFO, NumVisits);	}	else	{		if (PLAYER_SAID (Response, bye))			NPCPhrase (GOODBYE_AND_DIE);		else if (PLAYER_SAID (Response, where_you_come_from))			NPCPhrase (CAME_FROM);		if (PLAYER_SAID (Response, it_will_be_a_pleasure))			NPCPhrase (WHO_BLASTS_WHO);		if (PLAYER_SAID (Response, surrender))			NPCPhrase (NO_SURRENDER);		if (PLAYER_SAID (Response, be_reasonable))			NPCPhrase (NOT_REASONABLE);	}}