| Field | Type | Offset | Description | Notes |
|---|---|---|---|---|
| HitBulletDecalOffset_HitIns | f32 | 0x0 | The offset to apply to the position of a generated decal that occurs upon a bullet hit (by this value in its normal direction). | |
| TorchEmissiveIntensity | f32 | 0x4 | The maximum emissive strength of the torch light. This value is obtained by multiplying the specified frame. | |
| TorchEmissiveFadeFrame | u16 | 0x8 | The fade time when the torch's emissive strength is changed. 60 frames equals 1 second. | |
| pad_01 | s16 | 0xa | This field is padding. | |
| CharaWetDecalFadeRange | f32 | 0xc | The distance at which a decal is faded after a character is made wet. | |
| pad_04 | s32 | 0x10 | This field is padding. | |
| pad_05 | s32 | 0x14 | This field is padding. | |
| pad_06 | s32 | 0x18 | This field is padding. | |
| pad_02 | s32 | 0x1c | This field is padding. | |
| BulletMultiFrameHitSfxIntervalTimeSec | f32 | 0x20 | The interval between each hit SFX if a bullet its in multiple stages. In seconds. | |
| PaintDecalFadeOutTimeSec | f32 | 0x24 | The fade out duration for decals after they have been painted. | |
| pad_03 | dummy8 | 0x28 | This field is padding. | |
| GrassLod_0_0 | f32 | 0x2c | The grass generator LOD settings from level 0 to 0. | |
| GrassLod_0_1 | f32 | 0x30 | The grass generator LOD settings from level 0 to 1. | |
| GrassLod_0_2 | f32 | 0x34 | The grass generator LOD settings from level 1 to 2. | |
| GrassLod_0_3 | f32 | 0x38 | The grass generator LOD settings from level 2 to 3. | |
| pad_100 | dummy8 | 0x3c | This field is padding. | |
| GrassLod_1_0 | f32 | 0x40 | The grass generator LOD settings from level 0 to 0. | |
| GrassLod_1_1 | f32 | 0x44 | The grass generator LOD settings from level 0 to 1. | |
| GrassLod_1_2 | f32 | 0x48 | The grass generator LOD settings from level 1 to 2. | |
| GrassLod_1_3 | f32 | 0x4c | The grass generator LOD settings from level 2 to 3. | |
| pad_101 | dummy8 | 0x50 | This field is padding. | |
| GrassLod_2_0 | f32 | 0x54 | The grass generator LOD settings from level 0 to 0. | |
| GrassLod_2_1 | f32 | 0x58 | The grass generator LOD settings from level 0 to 1. | |
| GrassLod_2_2 | f32 | 0x5c | The grass generator LOD settings from level 1 to 2. | |
| GrassLod_2_3 | f32 | 0x60 | The grass generator LOD settings from level 2 to 3. | |
| pad_102 | dummy8 | 0x64 | This field is padding. | |
| SubWindow_Width | u16 | 0x68 | The width of the sub-window. In pixels. | |
| SubWindow_Height | u16 | 0x6a | The height of the sub-window. In pixels. | |
| pad_103 | dummy8 | 0x6c | This field is padding. | |
| MenuBackBoke_FadeInTime | f32 | 0x78 | The fade in duration for the menu background blur. In seconds. | |
| MenuBackBoke_FadeOutTime | f32 | 0x7c | The fade out duration for the menu background blur. In seconds. | |
| pad_104 | dummy8 | 0x80 | This field is padding. | |
| ZoomBlur_ThresholdSpeedKmH | f32 | 0x84 | The threshold speed at which zoom blur occurs during boost movement. In kilometres per hour. | |
| ZoomBlur_InterpolationTime | f32 | 0x88 | The time until the zoom blur reaches its maximum value. | |
| ZoomBlur_Pow | f32 | 0x8c | The strength of the zoom blur. | |
| ZoomBlur_CenterOffset | f32 | 0x90 | The centre offset to apply to the zoom blur. Used to avoid blurring around the character. | |
| ZoomBlur_Contrast | f32 | 0x94 | The contrast value to apply to the zoom blur. | |
| ZoomBlur_UVOffsetUp | f32 | 0x98 | The UV value to apply during zoom blur at the top of the screen. | |
| ZoomBlur_UVOffsetDown | f32 | 0x9c | The UV value to apply during zoom blur at the bottom of the screen. | |
| HitInsDamageNearSfxNumMax | u32 | 0xa0 | The maximum number of particles that can be generated by hit SFX. In metres. | |
| HitInsDamageNearSfxDist | f32 | 0xa4 | The maximum distance at which hit SFX will occur. In metres. | |
| ShadowFixedFov | f32 | 0xa8 | The fixed angle of view to use for shadow rendering: used to resolve an issue where the shadow sometimes stretches like a line when the player moves repeatedly. | |
| pad_999 | dummy8 | 0xac | This field is padding. |