rem: human_intelligence (ShipPtr, ObjectsOfConcern, ConcernCounter) PELEMENT ShipPtr; PEVALUATE_DESC ObjectsOfConcern; COUNT ConcernCounter;
add: human_intelligence (PELEMENT ShipPtr, PEVALUATE_DESC ObjectsOfConcern, COUNT ConcernCounter)
context: human_intelligence (ShipPtr, ObjectsOfConcern, ConcernCounter)PELEMENT ShipPtr;PEVALUATE_DESC ObjectsOfConcern;COUNT ConcernCounter;{	STARSHIPPTR StarShipPtr;	GetElementStarShip (ShipPtr, &StarShipPtr);	if (StarShipPtr->special_counter == 0			&& ((ObjectsOfConcern[ENEMY_WEAPON_INDEX].ObjectPtr != NULL_PTR			&& ObjectsOfConcern[ENEMY_WEAPON_INDEX].which_turn <= 2)			|| (ObjectsOfConcern[ENEMY_SHIP_INDEX].ObjectPtr != NULL_PTR			&& ObjectsOfConcern[ENEMY_SHIP_INDEX].which_turn <= 4)))		StarShipPtr->ship_input_state |= SPECIAL;	else		StarShipPtr->ship_input_state &= ~SPECIAL;	ObjectsOfConcern[ENEMY_WEAPON_INDEX].ObjectPtr = NULL_PTR;	ship_intelligence (ShipPtr,			ObjectsOfConcern, ConcernCounter);	if (StarShipPtr->weapon_counter == 0)	{		if (ObjectsOfConcern[ENEMY_SHIP_INDEX].ObjectPtr				&& (!(StarShipPtr->ship_input_state & (LEFT | RIGHT /* | THRUST */))				|| ObjectsOfConcern[ENEMY_SHIP_INDEX].which_turn <= 12))			StarShipPtr->ship_input_state |= WEAPON;	}}