<commit_before>using System;
using ACE.Entity.Enum;
using ACE.Entity.Enum.Properties;

namespace ACE.Server.WorldObjects
{
    partial class WorldObject
    {
        public AttackType MAttackType
        {
            get => (AttackType)(GetProperty(PropertyInt.AttackType) ?? 0);
            set { if (value == AttackType.Undef) RemoveProperty(PropertyInt.AttackType); else SetProperty(PropertyInt.AttackType, (int)value); }
        }

        /// <summary>
        /// Returns TRUE if this weapon cleaves
        /// </summary>
        public bool IsCleaving { get => GetProperty(PropertyInt.Cleaving) != null;  }

        /// <summary>
        /// Returns the number of cleave targets for this weapon
        /// If cleaving weapon, this is PropertyInt.Cleaving - 1
        /// </summary>
        public int CleaveTargets
        {
            get
            {
                if (!IsCleaving)
                    return 0;

                return GetProperty(PropertyInt.Cleaving).Value - 1;
            }
        }

        const float defaultPhysicalCritFrequency = 0.10f;
        const float defaultMagicCritFrequency = 0.02f;
        const float defaultCritMultiplier = 0.0f;
        const float defaultBonusModifier = 1.0f;
        const uint defaultSpeed = 40;   // TODO: find default speed

        /// <summary><commit_msg>Fixing defaultCritMultiplier for magic (#1217)<commit_after>using System;
using ACE.Entity.Enum;
using ACE.Entity.Enum.Properties;

namespace ACE.Server.WorldObjects
{
    partial class WorldObject
    {
        public AttackType MAttackType
        {
            get => (AttackType)(GetProperty(PropertyInt.AttackType) ?? 0);
            set { if (value == AttackType.Undef) RemoveProperty(PropertyInt.AttackType); else SetProperty(PropertyInt.AttackType, (int)value); }
        }

        /// <summary>
        /// Returns TRUE if this weapon cleaves
        /// </summary>
        public bool IsCleaving { get => GetProperty(PropertyInt.Cleaving) != null;  }

        /// <summary>
        /// Returns the number of cleave targets for this weapon
        /// If cleaving weapon, this is PropertyInt.Cleaving - 1
        /// </summary>
        public int CleaveTargets
        {
            get
            {
                if (!IsCleaving)
                    return 0;

                return GetProperty(PropertyInt.Cleaving).Value - 1;
            }
        }

        const float defaultPhysicalCritFrequency = 0.10f;
        const float defaultMagicCritFrequency = 0.02f;
        const float defaultCritMultiplier = 1.0f;
        const float defaultBonusModifier = 1.0f;
        const uint defaultSpeed = 40;   // TODO: find default speed

        /// <summary>
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