Cleanup: Use more const qualifiers
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5c632ced53
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@ -854,10 +854,10 @@ static void pchan_b_bone_defmats(bPoseChannel *pchan, bPoseChanDeform *pdef_info
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}
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}
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static void b_bone_deform(bPoseChanDeform *pdef_info, Bone *bone, float co[3], DualQuat *dq, float defmat[3][3])
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static void b_bone_deform(const bPoseChanDeform *pdef_info, Bone *bone, float co[3], DualQuat *dq, float defmat[3][3])
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{
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Mat4 *b_bone = pdef_info->b_bone_mats;
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float (*mat)[4] = b_bone[0].mat;
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const Mat4 *b_bone = pdef_info->b_bone_mats;
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const float (*mat)[4] = b_bone[0].mat;
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float segment, y;
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int a;
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@ -949,7 +949,7 @@ static void pchan_deform_mat_add(bPoseChannel *pchan, float weight, float bbonem
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add_m3_m3m3(mat, mat, wmat);
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}
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static float dist_bone_deform(bPoseChannel *pchan, bPoseChanDeform *pdef_info, float vec[3], DualQuat *dq,
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static float dist_bone_deform(bPoseChannel *pchan, const bPoseChanDeform *pdef_info, float vec[3], DualQuat *dq,
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float mat[3][3], const float co[3])
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{
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Bone *bone = pchan->bone;
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@ -996,7 +996,8 @@ static float dist_bone_deform(bPoseChannel *pchan, bPoseChanDeform *pdef_info, f
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return contrib;
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}
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static void pchan_bone_deform(bPoseChannel *pchan, bPoseChanDeform *pdef_info, float weight, float vec[3], DualQuat *dq,
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static void pchan_bone_deform(bPoseChannel *pchan, const bPoseChanDeform *pdef_info,
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float weight, float vec[3], DualQuat *dq,
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float mat[3][3], const float co[3], float *contrib)
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{
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float cop[3], bbonemat[3][3];
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