WarheadType
===========

0x98		double			Deform

//verses
0xA0		double			vs None
0xA8		double			vs Flak
0xB0		double			vs Plate
0xB8		double			vs Light
0xC0		double			vs Medium
0xC8		double			vs Heavy
0xD0		double			vs Wood
0xD8		double			vs Steel
0xE0		double			vs Concrete
0xD8		double			vs Special_1
0xE0		double			vs Special_2
//end of verses

0xF8		double			ProneDamage
0x100		long			DeformTreshold
0x104		vector<AnimType>	AnimList
0x120		long			InfDeath
0x124		float			CellSpread
0x128		float			CellInset
0x12C		float			PercentAtMax
0x130		bool			CausesDelayKill

0x134		long			DelayKillFrames
0x138		float			DelayKillAtMax
0x13C		float			CombatLightSize
0x140		ParticleType*		Particle
0x144		bool			Wall
0x145		bool			WallAbsoluteDestroyer
0x146		bool			PenetratesBunker
0x147		bool			Wood
0x148		bool			Tiberium
0x149		bool			???
0x14A		bool			Sparky
0x14B		bool			Sonic
0x14C		bool			Fire
0x14D		bool			Conventional
0x14E		bool			Rocker
0x14F		bool			DirectRocker
0x150		bool			Bright
0x151		bool			CLDisableRed
0x152		bool			CLDisableGreen
0x153		bool			CLDisableBlue
0x154		bool			EMEffect
0x155		bool			MindControl
0x156		bool			Poison
0x157		bool			IvanBomb
0x158		bool			ElectricAssault
0x159		bool			Parasite
0x15A		bool			Temporal
0x15B		bool			IsLocomotor
0x15C		???			Locomotor
0x16C		bool			Airstrike
0x16D		bool			Psychedelic
0x16E		bool			BombDisarm

0x170		long			Paralyzes
0x174		bool			Culling
0x175		bool			MakesDisguise
0x176		bool			NukeMaker
0x177		bool			Radiation
0x178		bool			PsychicDamage
0x179		bool			AffectsAllies
0x17A		bool			Bullets
0x17B		bool			Veinhole
0x17C		long			ShakeXlo
0x180		long			ShakeXhi
0x184		long			ShakeYlo
0x188		long			ShakeYhi
0x18C		vector<VoxelAnimType>	DebrisTypes
0x1A8		vector<long> 		DebrisMaximums
0x1C4		long			MaxDebris
0x1C8		long			MinDebris

//=== ADDED BY THE ROCKPATCH ===
0x1CC		AnimType*		InfDeathAnim
