| Field | Type | Offset | Description | Notes |
|---|---|---|---|---|
| bModelUdTurn | u8 | 0x0 | Tilt the model in the vertical movement direction | This field is a boolean. |
| bStopForHitTarget | u8 | 0x1 | Does it stop when it makes contact with the target? | This field is a boolean. |
| bInheritRotAng | u8 | 0x2 | Do you want to inherit the rotation angle from before the start of melee? | This field is a boolean. |
| moveRotType | u8 | 0x3 | How to correct vertical movement direction | This field uses the following enum: BLADE_HOMING_MOVE_UP_DOWN_TYPE |
| turnSpeedDPS | f32 | 0x4 | In degrees per second. -1 uses the character's velocity. | |
| turnAccelDPSS | f32 | 0x8 | -1 uses the character's velocity ^ 2. Also, 0 is treated as infinity (the speed is always the same as the angular velocity). In degrees per second ^ 2 | |
| udTurnSpeedDPS | f32 | 0xc | If -1, follow angular velocity: use the same value for left and right. In degrees per seconds. | |
| udTurnAccelDPSS | f32 | 0x10 | If -1, follow angular acceleration: use the same value for left and right. In degrees per second ^ 2 | |
| limitAngDeg_U | f32 | 0x14 | In degrees. | |
| limitAngDeg_D | f32 | 0x18 | In degrees. | |
| modelRotSpeedDegPerSec | f32 | 0x1c | If it is 1, apply the value of the above-mentioned velocity. In degrees per second. | |
| reserved | dummy8 | 0x20 | This field is padding. |
| Option | Description | Notes |
|---|---|---|
0 | Correct to match target height | |
1 | Correct for model orientation |