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Fix crash when a target in a different cell is (un)locked
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@ -644,8 +644,9 @@ namespace MWMechanics
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{
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const MWWorld::ESMStore& store = MWBase::Environment::get().getWorld()->getStore();
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const ESM::MagicEffect *magiceffect = store.get<ESM::MagicEffect>().find(effectId);
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MWRender::Animation* animation = MWBase::Environment::get().getWorld()->getAnimation(target);
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animation->addSpellCastGlow(magiceffect);
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MWRender::Animation* animation = MWBase::Environment::get().getWorld()->getAnimation(target);
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if (animation)
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animation->addSpellCastGlow(magiceffect);
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if (target.getCellRef().getLockLevel() < magnitude) //If the door is not already locked to a higher value, lock it to spell magnitude
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{
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if (caster == getPlayer())
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@ -658,15 +659,16 @@ namespace MWMechanics
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{
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const MWWorld::ESMStore& store = MWBase::Environment::get().getWorld()->getStore();
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const ESM::MagicEffect *magiceffect = store.get<ESM::MagicEffect>().find(effectId);
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MWRender::Animation* animation = MWBase::Environment::get().getWorld()->getAnimation(target);
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animation->addSpellCastGlow(magiceffect);
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MWRender::Animation* animation = MWBase::Environment::get().getWorld()->getAnimation(target);
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if (animation)
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animation->addSpellCastGlow(magiceffect);
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if (target.getCellRef().getLockLevel() <= magnitude)
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{
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if (target.getCellRef().getLockLevel() > 0)
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{
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MWBase::Environment::get().getSoundManager()->playSound3D(target, "Open Lock", 1.f, 1.f);
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if (!caster.isEmpty())
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MWBase::Environment::get().getMechanicsManager()->objectOpened(getPlayer(), target);
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MWBase::Environment::get().getMechanicsManager()->objectOpened(getPlayer(), target);
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// Use the player instead of the caster for vanilla crime compatibility
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if (caster == getPlayer())
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