rem: SleepTask (GetTimeCounter () + (ONE_SECOND >> 1));
add: SleepThread (ONE_SECOND >> 1);
context: computer_intelligence (INPUT_REF InputRef, INPUT_STATE InputState){	if (InputState || LOBYTE (GLOBAL (CurrentActivity)) == IN_LAST_BATTLE)		return (InputState);	if (CyborgDescPtr)	{		if (PlayerControl[cur_player] & CYBORG_CONTROL)			InputState = tactical_intelligence ();		else			InputState = GetInputState (CombinedInput[cur_player]);	}	else if (!(PlayerControl[cur_player] & PSYTRON_CONTROL))		InputState = 0;	else	{		switch (LOBYTE (GLOBAL (CurrentActivity)))		{			case SUPER_MELEE:			{				SleepTask (GetTimeCounter () + (ONE_SECOND >> 1));				InputState = DEVICE_BUTTON1; /* pick a random ship */				break;			}		}	}	(void) InputRef;  /* Satisfying compiler (unused parameter) */	return (InputState);}