From ae9fe6be2756bcf56877652b64637151a907c11d Mon Sep 17 00:00:00 2001 From: Resurrected Trader Date: Sat, 10 Oct 2026 22:13:18 +0100 Subject: [PATCH] Fix monster fallthrough in UNITS_CanAnimModeUseVelocityModifier The UNIT_MONSTER case selected the mode modulators and then fell through into "default: return FALSE", so no monster mode ever took UNITS_UpdateRunWalkAnimRateAndVelocity: walking and running monsters kept the default anim rate and their path velocity was never scaled. In 1.10f the check is inlined in UNITS_UpdateAnimRateAndVelocity (D2Common.0x6FDBF050). The monster branch picks the classic or expansion table (0x6FDBF41F-0x6FDBF44D) and goes on to test bCanUseVelocityModifier at 0x6FDBF459 without returning early. 1.14d is the same (Game.exe.0x6214A0). Co-Authored-By: Claude Opus 5.5 (1M context) --- source/D2Common/src/Units/Units.cpp | 1 + 1 file changed, 1 insertion(+) diff --git a/source/D2Common/src/Units/Units.cpp b/source/D2Common/src/Units/Units.cpp index d1346b73a..5a1164a48 100644 --- a/source/D2Common/src/Units/Units.cpp +++ b/source/D2Common/src/Units/Units.cpp @@ -1645,6 +1645,7 @@ BOOL UNITS_CanAnimModeUseVelocityModifier(int nUnitType, int nAnimMode, D2UnitSt { pAnimModeModulators = &gaMonModesAnimModulators[nAnimMode]; } + break; default: return FALSE;