Fix /setspeedmod: apply per-character, persist across stat recalculation
Previously stomped the shared GServer->MOVE_SPEED_MOD movement-timing divisor, which character.cpp's UpdatePosition also uses for monster position interpolation -- GM testing broke movement/attack range server-wide until restart. Now stores a per-character SpeedModPercent that GetMoveSpeed() applies on every recompute, so it survives future SetStats() calls instead of being silently overwritten back to base speed. Also fixes Mspd_base (the value actually broadcast to clients) never being set while WALKING.
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@@ -40,6 +40,7 @@ CCharacter::CCharacter( )
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Stats->Accury = 0;
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Stats->Magic_Defense = 0;
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Stats->Move_Speed = 0;
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Stats->SpeedModPercent = 100;
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Stats->Attack_Speed = 0;
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Stats->Attack_Distance = 0;
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Stats->MaxWeight = 0;
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