rem: ActivateStarShip (SYREEN_SHIP, 0);
add: DISABLE_PHRASE (what_now_after_ambush);
context: AfterAmbush (RESPONSE_REF R){	if (PLAYER_SAID (R, what_now_after_ambush))	{		NPCPhrase (DO_THIS_AFTER_AMBUSH);		ActivateStarShip (SYREEN_SHIP, 0);	}	else if (PLAYER_SAID (R, what_about_you))	{		NPCPhrase (ABOUT_ME);		DISABLE_PHRASE (what_about_you);	}	else if (PLAYER_SAID (R, whats_up_after_ambush))	{		BYTE NumVisits;		NumVisits = GET_GAME_STATE (SYREEN_INFO);		switch (NumVisits++)		{			case 0:				NPCPhrase (GENERAL_INFO_AFTER_AMBUSH_1);				break;			case 1:				NPCPhrase (GENERAL_INFO_AFTER_AMBUSH_2);				break;			case 2:				NPCPhrase (GENERAL_INFO_AFTER_AMBUSH_3);				break;			case 3:				NPCPhrase (GENERAL_INFO_AFTER_AMBUSH_4);				--NumVisits;				break;		}		SET_GAME_STATE (SYREEN_INFO, NumVisits);		DISABLE_PHRASE (whats_up_after_ambush);	}	if (PHRASE_ENABLED (what_about_you))		Response (what_about_you, AfterAmbush);	else if (!GET_GAME_STATE (PLAYER_HAD_SEX))	{		Response (what_about_us, Foreplay);	}	if (!(ActivateStarShip (SYREEN_SHIP, CHECK_ALLIANCE) & GOOD_GUY))		Response (what_now_after_ambush, AfterAmbush);	if (PHRASE_ENABLED (whats_up_after_ambush))		Response (whats_up_after_ambush, AfterAmbush);	Response (bye_after_ambush, FriendlyExit);}