Cleanup: naming
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ae093e6a84
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@ -312,11 +312,11 @@ static void add_keyblock_info(ActKeyColumn *col, const ActKeyBlockInfo *block)
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}
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}
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static void add_bezt_to_keyblocks_list(DLRBT_Tree *keys, BezTriple *bezt, int num_bezt)
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static void add_bezt_to_keyblocks_list(DLRBT_Tree *keys, BezTriple *bezt, int bezt_len)
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{
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ActKeyColumn *col = keys->first;
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if (bezt && num_bezt >= 2) {
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if (bezt && bezt_len >= 2) {
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ActKeyBlockInfo block;
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/* Find the first key column while inserting dummy blocks. */
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@ -327,7 +327,7 @@ static void add_bezt_to_keyblocks_list(DLRBT_Tree *keys, BezTriple *bezt, int nu
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BLI_assert(col != NULL);
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/* Insert real blocks. */
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for (int v = 1; col != NULL && v < num_bezt; v++, bezt++) {
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for (int v = 1; col != NULL && v < bezt_len; v++, bezt++) {
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BLI_assert(is_cfra_eq(col->cfra, bezt[0].vec[1][0]));
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compute_keyblock_data(&block, bezt, bezt + 1);
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@ -351,7 +351,7 @@ static void add_bezt_to_keyblocks_list(DLRBT_Tree *keys, BezTriple *bezt, int nu
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* This must be called even by animation sources that don't generate
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* keyblocks to keep the data structure consistent after adding columns.
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*/
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static void update_keyblocks(DLRBT_Tree *keys, BezTriple *bezt, int num_bezt)
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static void update_keyblocks(DLRBT_Tree *keys, BezTriple *bezt, int bezt_len)
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{
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/* Recompute the prev/next linked list. */
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BLI_dlrbTree_linkedlist_sync(keys);
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@ -381,7 +381,7 @@ static void update_keyblocks(DLRBT_Tree *keys, BezTriple *bezt, int num_bezt)
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}
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/* Add blocks on top */
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add_bezt_to_keyblocks_list(keys, bezt, num_bezt);
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add_bezt_to_keyblocks_list(keys, bezt, bezt_len);
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}
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/* --------- */
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