Cleanup: avoid variable shadowing
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@@ -2998,7 +2998,6 @@ void Armatures::draw_armature_pose(Armatures::DrawContext *ctx)
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const DRWContextState *draw_ctx = DRW_context_state_get();
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const Scene *scene = draw_ctx->scene;
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bArmature *arm = static_cast<bArmature *>(ob->data);
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bPoseChannel *pchan;
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int index = -1;
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const bool show_text = DRW_state_show_text();
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bool draw_locked_weights = false;
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@@ -3058,7 +3057,7 @@ void Armatures::draw_armature_pose(Armatures::DrawContext *ctx)
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continue;
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}
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pchan = BKE_pose_channel_find_name(ob->pose, dg->name);
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bPoseChannel *pchan = BKE_pose_channel_find_name(ob->pose, dg->name);
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if (!pchan) {
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continue;
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}
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@@ -3076,7 +3075,7 @@ void Armatures::draw_armature_pose(Armatures::DrawContext *ctx)
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eArmature_Drawtype(arm->drawtype));
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const ArmatureBoneDrawStrategyCustomShape draw_strat_custom;
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for (pchan = static_cast<bPoseChannel *>(ob->pose->chanbase.first); pchan;
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for (bPoseChannel *pchan = static_cast<bPoseChannel *>(ob->pose->chanbase.first); pchan;
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pchan = pchan->next, index += 0x10000)
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{
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Bone *bone = pchan->bone;
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