Fixed some errors from analyzer
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@@ -705,7 +705,7 @@ namespace Game.Entities
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public void SetState(ItemUpdateState state, Player forplayer = null)
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{
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if (uState == ItemUpdateState.New && uState == ItemUpdateState.Removed)
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if (uState == ItemUpdateState.New && state == ItemUpdateState.Removed)
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{
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// pretend the item never existed
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if (forplayer)
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@@ -192,7 +192,7 @@ namespace Game.Entities
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float avgDamage = dps * GetDelay() * 0.001f;
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minDamage = (GetStatScalingFactor() * -0.5f + 1.0f) * avgDamage;
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maxDamage = (float)Math.Floor((avgDamage * (GetStatScalingFactor() * 0.5f + 1.0f) + 0.5f));
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maxDamage = (float)Math.Floor(avgDamage * (GetStatScalingFactor() * 0.5f + 1.0f) + 0.5f);
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}
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public bool IsUsableByLootSpecialization(Player player)
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