From 996f2f3b97a488931a09a3448f0632e753ddeb1f 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_CanAnimModeUseAttackRate Same missing break as UNITS_CanAnimModeUseVelocityModifier: the UNIT_MONSTER case fell through into "default: return FALSE", so monster attacks never ran at their attack rate. In 1.10f the check is inlined in UNITS_UpdateAnimRateAndVelocity (D2Common.0x6FDBF050). The monster branch picks the table at 0x6FDBF61C-0x6FDBF63B and tests bCanUseAttackRate at 0x6FDBF647. 1.14d is the same (Game.exe.0x6215BD). 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..35641f41a 100644 --- a/source/D2Common/src/Units/Units.cpp +++ b/source/D2Common/src/Units/Units.cpp @@ -1318,6 +1318,7 @@ BOOL UNITS_CanAnimModeUseAttackRate(int nUnitType, int nAnimMode, D2UnitStrc* pU { pAnimModeModulators = &gaMonModesAnimModulators[nAnimMode]; } + break; default: return FALSE;