add: else return 0;
context: init_probe (void){	BYTE b0, b1, b2, b3;	HSTARSHIP hStarShip;	b0 = GET_GAME_STATE (URQUAN_PROBE_GRPOFFS0);	b1 = GET_GAME_STATE (URQUAN_PROBE_GRPOFFS1);	b2 = GET_GAME_STATE (URQUAN_PROBE_GRPOFFS2);	b3 = GET_GAME_STATE (URQUAN_PROBE_GRPOFFS3);	GLOBAL (BattleGroupRef) = MAKE_DWORD (			MAKE_WORD (b0, b1), MAKE_WORD (b2, b3)			);	if (GLOBAL (BattleGroupRef) == 0)	{		CloneShipFragment (URQUAN_PROBE_SHIP,				&GLOBAL (npc_built_ship_q), 0);		GLOBAL (BattleGroupRef) = PutGroupInfo (~0L, 1);		b0 = LOBYTE (LOWORD (GLOBAL (BattleGroupRef)));		b1 = HIBYTE (LOWORD (GLOBAL (BattleGroupRef)));		b2 = LOBYTE (HIWORD (GLOBAL (BattleGroupRef)));		b3 = HIBYTE (HIWORD (GLOBAL (BattleGroupRef)));		SET_GAME_STATE (URQUAN_PROBE_GRPOFFS0, b0);		SET_GAME_STATE (URQUAN_PROBE_GRPOFFS1, b1);		SET_GAME_STATE (URQUAN_PROBE_GRPOFFS2, b2);		SET_GAME_STATE (URQUAN_PROBE_GRPOFFS3, b3);	}	if (!GET_GAME_STATE (PROBE_MESSAGE_DELIVERED)			&& GetGroupInfo (GLOBAL (BattleGroupRef), (BYTE)~0)			&& (hStarShip = GetHeadLink (					&GLOBAL (npc_built_ship_q)					)))	{		SHIP_FRAGMENTPTR FragPtr;		FragPtr = (SHIP_FRAGMENTPTR)LockStarShip (				&GLOBAL (npc_built_ship_q), hStarShip				);		SET_GROUP_MISSION (FragPtr, IN_ORBIT);		SET_GROUP_LOC (FragPtr, 2 + 1); /* orbitting earth */		SET_GROUP_DEST (FragPtr, 2 + 1); /* orbitting earth */		FragPtr->ShipInfo.loc.x = FragPtr->ShipInfo.loc.y = 0;		FragPtr->ShipInfo.group_counter = 0;		UnlockStarShip (				&GLOBAL (npc_built_ship_q), hStarShip				);	}}