Either all four values (active/passive think + move) conform to the creature's speed entry - elided as a set - or the creature is fully custom and all four serialize. Partial conformance cannot exist on the wire, so no value is ever left silently tracking the table beside a hand-tuned sibling. "Fully custom" is a real state: SpeedLevel.Custom (None already means "resolve by type list" for the type-listed species, so it cannot double as the custom marker). Tuning any speed flips the bucket to Custom (the label never lies), Custom resolves no entry and short-circuits the conformance check, a custom creature is its own GetSpeeds reference (paragon snap becomes a natural no-op), and assigning a real bucket un-customs it via ApplySpeedClass. A re-entrancy guard keeps the flip from misreading ApplySpeedClass's half-assigned block, and constructors seed raw fields so DefaultSpeedClass types do not flip at birth. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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| .. | ||
| Application | ||
| BuildTool | ||
| Logger | ||
| Server | ||
| Server.Tests | ||
| UOContent | ||
| UOContent.Tests | ||