rem: ilwrath_intelligence (ShipPtr, ObjectsOfConcern, ConcernCounter) PELEMENT ShipPtr; PEVALUATE_DESC ObjectsOfConcern; COUNT ConcernCounter;
add: ilwrath_intelligence (PELEMENT ShipPtr, PEVALUATE_DESC ObjectsOfConcern, COUNT ConcernCounter)
context: ilwrath_intelligence (ShipPtr, ObjectsOfConcern, ConcernCounter)PELEMENT ShipPtr;PEVALUATE_DESC ObjectsOfConcern;COUNT ConcernCounter;{	PEVALUATE_DESC lpEvalDesc;	STARSHIPPTR StarShipPtr;	lpEvalDesc = &ObjectsOfConcern[ENEMY_SHIP_INDEX];	 lpEvalDesc->MoveState = PURSUE;	if (lpEvalDesc->ObjectPtr && lpEvalDesc->which_turn <= 10)				/* don't want to dodge when you could be flaming */		ObjectsOfConcern[ENEMY_WEAPON_INDEX].ObjectPtr = 0;	ship_intelligence (ShipPtr, ObjectsOfConcern, ConcernCounter);	GetElementStarShip (ShipPtr, &StarShipPtr);	if (lpEvalDesc->ObjectPtr			&& (lpEvalDesc->which_turn <= 6			|| (lpEvalDesc->which_turn <= 10			&& ObjectsOfConcern[ENEMY_WEAPON_INDEX].which_turn <= 10)))	{		StarShipPtr->ship_input_state &= ~SPECIAL;		if (OBJECT_CLOAKED (ShipPtr))		{			StarShipPtr->ship_input_state &= ~LEFT | RIGHT;			StarShipPtr->ship_input_state |= THRUST;		}		StarShipPtr->ship_input_state |= WEAPON;	}	else if (StarShipPtr->special_counter == 0			&& (LOBYTE (GLOBAL (CurrentActivity)) != IN_ENCOUNTER			|| !GET_GAME_STATE (PROBE_ILWRATH_ENCOUNTER)))	{		StarShipPtr->ship_input_state &= ~SPECIAL;		if (!OBJECT_CLOAKED (ShipPtr)				&& !(StarShipPtr->ship_input_state & WEAPON))			StarShipPtr->ship_input_state |= SPECIAL;	}}