Fixed some errors from analyzer
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@@ -4930,7 +4930,7 @@ namespace Game.Spells
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int skillValue = 0;
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// check lock compatibility
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SpellCastResult res = CanOpenLock(effect.EffectIndex, lockId, skillId, ref reqSkillValue, ref skillValue);
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SpellCastResult res = CanOpenLock(effect.EffectIndex, lockId, ref skillId, ref reqSkillValue, ref skillValue);
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if (res != SpellCastResult.SpellCastOk)
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return res;
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break;
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@@ -6541,7 +6541,7 @@ namespace Game.Spells
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modOwner.SetSpellModTakingSpell(this, false);
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}
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SpellCastResult CanOpenLock(uint effIndex, uint lockId, SkillType skillId, ref int reqSkillValue, ref int skillValue)
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SpellCastResult CanOpenLock(uint effIndex, uint lockId, ref SkillType skillId, ref int reqSkillValue, ref int skillValue)
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{
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if (lockId == 0) // possible case for GO and maybe for items.
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return SpellCastResult.SpellCastOk;
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@@ -1579,7 +1579,7 @@ namespace Game.Spells
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int reqSkillValue = 0;
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int skillValue = 0;
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SpellCastResult res = CanOpenLock(effIndex, lockId, skillId, ref reqSkillValue, ref skillValue);
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SpellCastResult res = CanOpenLock(effIndex, lockId, ref skillId, ref reqSkillValue, ref skillValue);
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if (res != SpellCastResult.SpellCastOk)
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{
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SendCastResult(res);
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@@ -91,7 +91,7 @@ namespace Game.Spells
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_visuals = visuals;
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// sort all visuals so that the ones without a condition requirement are last on the list
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foreach (var key in _visuals.Keys)
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_visuals[key].OrderByDescending(x => x.PlayerConditionID);
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_visuals[key] = _visuals[key].OrderByDescending(x => x.PlayerConditionID).ToList();
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// SpellScalingEntry
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SpellScalingRecord _scaling = data.Scaling;
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