

#AMBUSHED DEFINE FREE#
# define INCIDENT_FIRST_LIBERATION 0x04000000 //67108864 // first time we free a sector # define INCIDENT_WIN 0x01000000 //16777216 // player won battle (otherwise he lost) # define INCIDENT_ATTACKDIR_NORTH 0x00010000 //65536 // direction attackers came from # define INCIDENT_BUILDINGS_DAMAGED 0x00008000 //32768 // buildings were damaged in the fighting # define INCIDENT_SURGERY 0x00004000 //16384 // player performed surgery # define INCIDENT_AIRDROP 0x00002000 //8192 // player airdropped


# define INCIDENT_AMBUSH 0x00001000 //4096 // player was ambushed # define INCIDENT_SNIPERS_ENEMY 0x00000400 //1024 // side used snipers # define INCIDENT_REINFORCEMENTS_PLAYERSIDE 0x00000200 //512 // # define INCIDENT_REINFORCEMENTS_ENEMY 0x00000100 //256 // side was reinforced # define INCIDENT_ATTACK_ENEMY 0x00000040 //64 // side began the attack # define INCIDENT_MUSTARDGAS_PLAYERSIDE 0x00000020 //32 // # define INCIDENT_MUSTARDGAS_ENEMY 0x00000010 //16 // side used mustard gas # define INCIDENT_TANKS_ENEMY 0x00000004 //4 // side used tanks # define INCIDENT_ARTILLERY_PLAYERSIDE 0x00000002 //2 // # define INCIDENT_ARTILLERY_ENEMY 0x00000001 //1 // side used artillery DO NOT CHANGE THEM, UNLESS YOU KNOW WHAT YOU ARE DOING!!! easier than adding 32 differently named variables. - added by Flugente: various flags for incidents. These statistics are updated throughout the campaign and can be viewed in the laptop websites. * Define data structures for campaign statistics.
