rem: ByeBye (R) RESPONSE_REF R;
add: ByeBye (RESPONSE_REF R)
context: ByeBye (R)RESPONSE_REF R;{	BYTE b0, b1, b2, b3;	b0 = GET_GAME_STATE (STARBASE_BULLETS0);	b1 = GET_GAME_STATE (STARBASE_BULLETS1);	b2 = GET_GAME_STATE (STARBASE_BULLETS2);	b3 = GET_GAME_STATE (STARBASE_BULLETS3);	CurBulletinMask |= MAKE_DWORD (			MAKE_WORD (b0, b1), MAKE_WORD (b2, b3)			);	b0 = LOBYTE (LOWORD (CurBulletinMask));	b1 = HIBYTE (LOWORD (CurBulletinMask));	b2 = LOBYTE (HIWORD (CurBulletinMask));	b3 = HIBYTE (HIWORD (CurBulletinMask));	SET_GAME_STATE (STARBASE_BULLETS0, b0);	SET_GAME_STATE (STARBASE_BULLETS1, b1);	SET_GAME_STATE (STARBASE_BULLETS2, b2);	SET_GAME_STATE (STARBASE_BULLETS3, b3);	/* if (R == goodbye_starbase_commander) */	if (GET_GAME_STATE (CHMMR_BOMB_STATE) >= 2)		NPCPhrase (GOOD_LUCK_AGAIN);	else	{		RESPONSE_REF pStr0, pStr1;				switch ((BYTE)TFB_Random () & 7)		{			case 0:				pStr0 = NORMAL_GOODBYE_A0;				pStr1 = NORMAL_GOODBYE_A1;				break;			case 1:				pStr0 = NORMAL_GOODBYE_B0;				pStr1 = NORMAL_GOODBYE_B1;				break;			case 2:				pStr0 = NORMAL_GOODBYE_C0;				pStr1 = NORMAL_GOODBYE_C1;				break;			case 3:				pStr0 = NORMAL_GOODBYE_D0;				pStr1 = NORMAL_GOODBYE_D1;				break;			case 4:				pStr0 = NORMAL_GOODBYE_E0;				pStr1 = NORMAL_GOODBYE_E1;				break;			case 5:				pStr0 = NORMAL_GOODBYE_F0;				pStr1 = NORMAL_GOODBYE_F1;				break;			case 6:				pStr0 = NORMAL_GOODBYE_G0;				pStr1 = NORMAL_GOODBYE_G1;				break;			case 7:				pStr0 = NORMAL_GOODBYE_H0;				pStr1 = NORMAL_GOODBYE_H1;				break;		}		NPCPhrase (pStr0);		NPCPhrase (GLOBAL_PLAYER_NAME);		NPCPhrase (pStr1);	}}