rem: if (GET_GAME_STATE (BATTLE_SEGUE) == 1 && !GET_GAME_STATE (DRUUGE_MANNER)) { if (!GET_GAME_STATE (ATTACKED_DRUUGE)) { SET_GAME_STATE (ATTACKED_DRUUGE, 1); SET_GAME_STATE (DRUUGE_VISITS, 0); } }
context: uninit_druuge (void){	if (GET_GAME_STATE (BATTLE_SEGUE) == 1			&& !GET_GAME_STATE (DRUUGE_MANNER))	{		if (!GET_GAME_STATE (ATTACKED_DRUUGE))		{			SET_GAME_STATE (ATTACKED_DRUUGE, 1);			SET_GAME_STATE (DRUUGE_VISITS, 0);		}	}	return (0);}