SuperWeaponType
===============

0x98		long 			SWTypeNumber
0x9C		WeaponType*		WeaponType

0xB0		float			RechargeTime
0xB4		SWType			Type
0xB8		???			SidebarImage
0xBC		Action			Action
0xC0		long			SpecialSound
0xC4		long			StartSound
0xC8		buildingType*		AuxBuilding

0xE5		bool			UseChargeDrain
0xE6		bool			IsPowered
0xE7		bool			DisableableFromShell
0xE8		long			FlashSidebarTabFrames
0xEC		bool			AIDefendAgainst
0xED		bool			PreClick
0xEE		bool			PostClick

0xF0		SWType			PreDependent
0xF4		bool			ShowTimer
0xF5		bool			ManualControl

0xF8		float			Range
0xFC		long			LineMultiplier

//-----------------------------------------------------------------
//the following were introduced by the patch
//some entries have multiple functions which are not all mentioned
//-----------------------------------------------------------------

0x100		vector<InfantryType> 	ParaDropInf
0x11C		vector<long> 		ParaDropNum
0x138		long			ParaDropPlane
0x148		Warhead*		DominatorWarhead / LightningWarhead
0x14C		AnimType*		DominatorFirstAnim / WeatherConBoltExplosion
0x150		AnimType*		DominatorSecondAnim
0x154		long			DominatorFireAtPercentage / LightningSeparation
0x158		long			DominatorCaptureRange / LightningCellSpread
0x15C		long			DominatorDamage / LightningDamage
0x160		Sound*			DominatorActivateSound / StormSound
0x164		long			DominatorAmbient
0x168		long			DominatorRed
0x16C		long			DominatorGreen
0x170		long			DominatorBlue
0x174		long			DominatorGround
0x178		long			DominatorLevel
0x17C		long			DominatorAmbientChangeRate
0x180		char[0x28]		EVAReady
0x1A8		char[0x28]		EVADetected
0x1D0		char[0x28]		EVAActivated
0x1F8		AnimType*		NukeTakeOff
0x1FC		WarheadType*		NukeWarhead
0x200		BulletType*		NukeProjectile
0x204		BulletType*		NukeDown
0x208		long			NukeActivateSound
0x20C		AnimType*		NukeFirstAnim
0x210		char*			NukePayload
0x214		char*			NukePsiWarning / LightningText
	
0x220		bool			NukeScreenFlash
0x224		AnimType*		SWAnimation
0x228		long			AITargetingType

//WARNING: WHAT I'VE DONE HERE IS A TOTAL MESS :S

0x22C		vector<UnitType> 	ParaDropUnits

//ONLY IF SW IS NewSpyPlane ----
0x22C		AircraftType*		SpyPlane
0x230		long			SpyPlanesNum
0x234		bool			IsAirstrike / LightningPrintText
//---

0x248		vector<long> 		ParaDropUnitsNum
0x264		long 			MoneyAmount
0x268		bool			DominatorCapture
0x269		bool			DominatorLighting
0x26A		bool			DominatorIonBlast
0x26B		bool			AutoFire
0x26C		long 			LightningDeferment
0x270		long 			LightningHitDelay
0x274		long 			LightningScatterDelay
0x278		long 			LightningStormDuration
0x27C		vector<AnimType*> 	WeatherConClouds
0x298		vector<AnimType*> 	WeatherConBolts
