|  |  | @ -3969,7 +3969,8 @@ public class PlayerCharacter extends AbstractCharacter { | 
			
		
	
		
		
			
				
					
					|  |  |  |             speed = weaponBase.getSpeed(); |  |  |  |             speed = weaponBase.getSpeed(); | 
			
		
	
		
		
			
				
					
					|  |  |  |         else |  |  |  |         else | 
			
		
	
		
		
			
				
					
					|  |  |  |             speed = 20f; //unarmed attack speed
 |  |  |  |             speed = 20f; //unarmed attack speed
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					|  |  |  |         if (weapon != null) { |  |  |  | 
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					|  |  |  |  |  |  |  |         //if (weapon != null) {
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					|  |  |  |             //speed *= (1 + this.bonuses.getFloatPercentAll(ModType.WeaponSpeed, SourceType.None));
 |  |  |  |             //speed *= (1 + this.bonuses.getFloatPercentAll(ModType.WeaponSpeed, SourceType.None));
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					|  |  |  |             for(Effect eff : this.effects.values()){ |  |  |  |             for(Effect eff : this.effects.values()){ | 
			
		
	
		
		
			
				
					
					|  |  |  |                 for(AbstractEffectModifier mod : eff.getEffectModifiers()){ |  |  |  |                 for(AbstractEffectModifier mod : eff.getEffectModifiers()){ | 
			
		
	
	
		
		
			
				
					|  |  | @ -3979,7 +3980,7 @@ public class PlayerCharacter extends AbstractCharacter { | 
			
		
	
		
		
			
				
					
					|  |  |  |                     } |  |  |  |                     } | 
			
		
	
		
		
			
				
					
					|  |  |  |                 } |  |  |  |                 } | 
			
		
	
		
		
			
				
					
					|  |  |  |             } |  |  |  |             } | 
			
		
	
		
		
			
				
					
					|  |  |  |         } |  |  |  |         //}
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					|  |  |  |         //speed *= (1 + this.bonuses.getFloatPercentAll(ModType.AttackDelay, SourceType.None));
 |  |  |  |         //speed *= (1 + this.bonuses.getFloatPercentAll(ModType.AttackDelay, SourceType.None));
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					|  |  |  |         for(Effect eff : this.effects.values()){ |  |  |  |         for(Effect eff : this.effects.values()){ | 
			
		
	
	
		
		
			
				
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