rem: ExitConversation (Response) RESPONSE_REF Response;
add: ExitConversation (RESPONSE_REF Response)
context: ExitConversation (Response)RESPONSE_REF Response;{	SET_GAME_STATE (BATTLE_SEGUE, 0);	if (PLAYER_SAID (Response, bye_ally_space))		NPCPhrase (GOODBYE_ALLY_SPACE);	else if (PLAYER_SAID (Response, bye_friendly_space))		NPCPhrase (GOODBYE_FRIENDLY_SPACE);	else if (PLAYER_SAID (Response, part_in_peace))		NPCPhrase (KEEP_IT_SECRET);	else if (PLAYER_SAID (Response, we_sorry_space))		NPCPhrase (APOLOGIZE_AT_HOMEWORLD);	else if (PLAYER_SAID (Response, give_info_space))		NPCPhrase (HERES_SOME_INFO);	else if (PLAYER_SAID (Response, bye_angry_space))		NPCPhrase (GOODBYE_ANGRY_SPACE);	else if (PLAYER_SAID (Response, attack_you_now))	{		NPCPhrase (YIPES);		SET_GAME_STATE (BATTLE_SEGUE, 1);	}	else if (PLAYER_SAID (Response, we_fight_again_space))	{		NPCPhrase (OK_FIGHT_AGAIN_SPACE);		SET_GAME_STATE (BATTLE_SEGUE, 1);	}	else if (PLAYER_SAID (Response, die_slugboy)			|| PLAYER_SAID (Response, we_fight_1)			|| PLAYER_SAID (Response, we_fight_2)			|| PLAYER_SAID (Response, pay_for_crimes)			|| PLAYER_SAID (Response, tell_me_coordinates)			|| PLAYER_SAID (Response, changed_mind))	{		if (PLAYER_SAID (Response, tell_me_coordinates))			NPCPhrase (FAKE_COORDINATES);		NPCPhrase (OK_WE_FIGHT_AT_PLUTO);		SET_GAME_STATE (BATTLE_SEGUE, 1);	}	else if (PLAYER_SAID (Response, join_us))	{		if (ActivateStarShip (SPATHI_SHIP, FEASIBILITY_STUDY) == 0)			NPCPhrase (TOO_SCARY);		else		{			NPCPhrase (WILL_JOIN);			AlienTalkSegue ((COUNT)~0);			ActivateStarShip (SPATHI_SHIP, 1);		}	}}