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Fix walk speed calculation
Walk speed should be calculated as a movement speed reduction that stacks with snares so it's possible to snare a mob FD and have it not be able to walk back.
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+5
-5
@@ -561,16 +561,16 @@ float Mob::_GetMovementSpeed(int mod) const {
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movemod = static_cast<int>(aa_mod);
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}
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if(movemod < -85) //cap it at moving very very slow
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if(mod != 0)
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movemod += mod;
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if(IsClient() && movemod < -85) //cap it at moving very very slow
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movemod = -85;
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if (!has_horse && movemod != 0)
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speed_mod += (speed_mod * float(movemod) / 100.0f);
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if(mod != 0)
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speed_mod += (speed_mod * (float)mod / 100.0f);
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if(speed_mod <= 0.0f)
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if(IsClient() && speed_mod <= 0.0f)
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return(0.0001f);
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//runspeed cap.
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