rem: && ElementPtr->mass_points != MAX_SHIP_MASS * 10)
add: && ElementPtr->mass_points != MAX_SHIP_MASS * 10 && !(ElementPtr->state_flags & APPEARING))
context: ProcessInput (void){	BOOLEAN CanRunAway;	CanRunAway = (BOOLEAN)(			(LOBYTE (GLOBAL (CurrentActivity)) == IN_ENCOUNTER			|| LOBYTE (GLOBAL (CurrentActivity)) == IN_LAST_BATTLE)			&& GET_GAME_STATE (STARBASE_AVAILABLE)			&& !GET_GAME_STATE (BOMB_CARRIER)			);	for (cur_player = NUM_SIDES - 1; cur_player >= 0; --cur_player)	{		HSTARSHIP hBattleShip, hNextShip;		for (hBattleShip = GetHeadLink (&race_q[cur_player]);				hBattleShip != 0; hBattleShip = hNextShip)		{			BATTLE_INPUT_STATE InputState;			STARSHIPPTR StarShipPtr;			StarShipPtr = LockStarShip (&race_q[cur_player], hBattleShip);			hNextShip = _GetSuccLink (StarShipPtr);			if (StarShipPtr->hShip)			{				CyborgDescPtr = StarShipPtr;				InputState = (*(PlayerInput[cur_player]))();#if CREATE_JOURNAL				JournalInput (InputState);#endif /* CREATE_JOURNAL */#ifdef TESTINGif ((InputState & DEVICE_BUTTON3)		&& LOBYTE (GLOBAL (CurrentActivity)) == IN_HYPERSPACE){	COUNT i;		for (i = ARILOU_SHIP; i <= BLACK_URQUAN_SHIP; ++i)		ActivateStarShip (i, SPHERE_TRACKING);	while (GLOBAL (GameClock.tick_count) > 1)		ClockTick ();}#endif /* TESTING */				CyborgDescPtr->ship_input_state = 0;				if (CyborgDescPtr->RaceDescPtr->ship_info.crew_level)				{										if (InputState & BATTLE_LEFT)						CyborgDescPtr->ship_input_state |= LEFT;					else if (InputState & BATTLE_RIGHT)						CyborgDescPtr->ship_input_state |= RIGHT;					if (InputState & BATTLE_THRUST)						CyborgDescPtr->ship_input_state |= THRUST;					if (InputState & BATTLE_WEAPON)						CyborgDescPtr->ship_input_state |= WEAPON;					if (InputState & BATTLE_SPECIAL)						CyborgDescPtr->ship_input_state |= SPECIAL;					if (CanRunAway && cur_player == 0 && (InputState & BATTLE_ESCAPE))					{						ELEMENTPTR ElementPtr;						LockElement (StarShipPtr->hShip, &ElementPtr);						if (GetPrimType (&DisplayArray[ElementPtr->PrimIndex]) == STAMP_PRIM								&& ElementPtr->life_span == NORMAL_LIFE								&& !(ElementPtr->state_flags & FINITE_LIFE)								&& ElementPtr->mass_points != MAX_SHIP_MASS * 10)						{							extern void flee_preprocess (PELEMENT);							battle_counter -= MAKE_WORD (1, 0);							ElementPtr->turn_wait = 3;							ElementPtr->thrust_wait = MAKE_BYTE (4, 0);							ElementPtr->preprocess_func = flee_preprocess;							ElementPtr->mass_points = MAX_SHIP_MASS * 10;							ZeroVelocityComponents (&ElementPtr->velocity);							StarShipPtr->cur_status_flags &=									~(SHIP_AT_MAX_SPEED | SHIP_BEYOND_MAX_SPEED);							SetPrimColor (&DisplayArray[ElementPtr->PrimIndex],									BUILD_COLOR (MAKE_RGB15 (0xB, 0x00, 0x00), 0x2E));							SetPrimType (&DisplayArray[ElementPtr->PrimIndex], STAMPFILL_PRIM);													CyborgDescPtr->ship_input_state = 0;						}						UnlockElement (StarShipPtr->hShip);					}				}			}			UnlockStarShip (&race_q[cur_player], hBattleShip);		}	}	if (GLOBAL (CurrentActivity) & (CHECK_LOAD | CHECK_ABORT))		GLOBAL (CurrentActivity) &= ~IN_BATTLE;}