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
}