Cleanup: Some minor tweaks to code
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dfb959b6c3
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@ -2122,25 +2122,24 @@ static int do_object_pose_box_select(bContext *C, ViewContext *vc, rcti *rect, b
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continue;
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}
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/* Loop over contiguous bone hits for 'base'. */
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bool bone_selected = false;
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bool changed = false;
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for (; col != col_end; col += 4) {
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/* should never fail */
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if (bone != NULL) {
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if (select) {
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if ((bone->flag & BONE_UNSELECTABLE) == 0) {
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bone->flag |= BONE_SELECTED;
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bone_selected = true;
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}
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}
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else {
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bArmature *arm = base->object->data;
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if ((bone->flag & BONE_UNSELECTABLE) == 0) {
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bone->flag &= ~BONE_SELECTED;
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bone_selected = true;
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if (arm->act_bone == bone)
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arm->act_bone = NULL;
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}
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}
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changed = true;
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}
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else if (!bone_only) {
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ED_object_base_select(base, select ? BA_SELECT : BA_DESELECT);
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@ -2154,7 +2153,7 @@ static int do_object_pose_box_select(bContext *C, ViewContext *vc, rcti *rect, b
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if ((base->object->pose != NULL) && bone_only) {
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const uint hit_bone = (col[4] & ~BONESEL_ANY) >> 16;
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bPoseChannel *pchan = BLI_findlink(&base->object->pose->chanbase, hit_bone);;
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bPoseChannel *pchan = BLI_findlink(&base->object->pose->chanbase, hit_bone);
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bone = pchan ? pchan->bone : NULL;
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}
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else {
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@ -2163,7 +2162,7 @@ static int do_object_pose_box_select(bContext *C, ViewContext *vc, rcti *rect, b
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}
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}
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if (bone_selected) {
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if (changed) {
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if (base->object && (base->object->type == OB_ARMATURE)) {
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bArmature *arm = base->object->data;
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