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Old 09-26-2008, 06:02 PM
AndMetal
Developer
 
Join Date: Mar 2007
Location: Ohio
Posts: 648
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I think this might be an easier way to do all of the calculations, since GetAA() returns 0 by default:
Code:
float Mob::_GetMovementSpeed(int mod) const {
	// List of movement speed modifiers, including AAs & spells:
	// http://everquest.allakhazam.com/db/item.html?item=1721;page=1;howmany=50#m10822246245352
	if (IsRooted())
		return 0.0f;
	
	float speed_mod = 1.0f;
	
	if (IsClient()){
		speed_mod += ((CastToClient()->GetAA(aaInnateRunSpeed) * 0.10)
			+ (CastToClient()->GetAA(aaFleetofFoot) * 0.10)
			+ (CastToClient()->GetAA(aaSwiftJourney) * 0.10)
		);

		//Selo's Enduring Cadence should be +7% per level
	}
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