InfantryType
============

0xDFC		Pip			Pip
0xE00		Pip			OccupyPip
0xE04		OccupyWeapon

0xE20		EliteOccupyWeapon

0xE40		long			FireUp
0xE44		long			FireProne
0xE48		long			SecondaryFire
0xE4C		long			SecondaryProne
0xE50		vector<AnimType*> 	DeadBodies
0xE6C		vector<AnimType*> 	DeathAnims
0xE88		vector<long>		VoiceComment
0xEA4		long			EnterWaterSound
0xEA8		long			LeaveWaterSound
0xEAC		bool			Cyborg
0xEAD		bool			NotHuman
0xEAE		bool			Ivan

0xEB0		long			DetectionDistance
0xEB4		bool			Occupier
0xEB5		bool			Assaulter

0xEB8		long			HarvestRate
0xEBC		bool			Fearless
0xEBD		bool			Crawls
0xEBE		bool			Infiltrate
0xEBF		bool			Fraidycat
0xEC0		bool			TiberiumProof
0xEC1		bool			Civilian
0xEC2		bool			C4
0xEC3		bool			Engineer
0xEC4		bool			Agent
0xEC5		bool			Thief
0xEC6		bool			VehicleThief
0xEC7		bool			Doggie
0xEC8		bool			Deployer
0xEC9		bool			DeployedCrushable
0xECA		bool			UseOwnName
0xECB		bool			JumpJetTurn

//introduced by patch

0xED1		bool			IsDesolator
0xED2		bool			IsCow


//overwrites ObjectType:

0x22D		bool			Crushable		-> yes


//overwrites TechnoType:

0x718		long			RotCount		-> 8

0xC9B		bool			RadarVisible		-> no

0xCCC		bool			Repairable		-> no
0xCCD		bool			Crewed			-> no

0xD2E		bool			Bunkerable		-> no

0xD35		bool			ImmuneToPsionics	-> no
0xD36		bool			ImmuneToPsionicWeapons	-> no

0xD3B		bool			ImmuneToPoison		-> no

0xD38		bool			Parasiteable		-> yes

0xD96		bool			ConsideredAircraft	-> no
0xD97		bool			Organic			-> yes
