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Fix for run speed in client info.

JIV 15 years ago
parent
commit
8ec884996d

+ 2 - 2
L2_GameServer/java/com/l2jserver/gameserver/model/actor/stat/CharStat.java

@@ -421,7 +421,7 @@ public class CharStat
     	if (_activeChar == null)
     		return 1;
 
-		return getRunSpeed() * 1f / _activeChar.getTemplate().baseRunSpd;
+		return getRunSpeed() / (float) _activeChar.getTemplate().baseRunSpd;
 	}
 
 	/**
@@ -609,7 +609,7 @@ public class CharStat
 		if (baseRunSpd == 0)
 			return 0;
 		
-		return (int) calcStat(Stats.RUN_SPEED, baseRunSpd, null, null);
+		return (int) Math.round(calcStat(Stats.RUN_SPEED, baseRunSpd, null, null));
 	}
 
 	/** Return the ShieldDef rate (base+modifier) of the L2Character. */

+ 1 - 1
L2_GameServer/java/com/l2jserver/gameserver/network/serverpackets/UserInfo.java

@@ -92,7 +92,7 @@ public final class UserInfo extends L2GameServerPacket
 		_activeChar = character;
 		
 		_moveMultiplier = _activeChar.getMovementSpeedMultiplier();
-		_runSpd = (int) (_activeChar.getRunSpeed() / _moveMultiplier);
+		_runSpd = Math.round((_activeChar.getRunSpeed() / _moveMultiplier));
 		_walkSpd = (int) (_activeChar.getWalkSpeed() / _moveMultiplier);
 		_territoryId = TerritoryWarManager.getInstance().getRegisteredTerritoryId(character);
 		_relation = _activeChar.isClanLeader() ? 0x40 : 0;