Fix variable shadow and avoid calculating same value twice
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@@ -1117,12 +1117,13 @@ static bool snapDerivedMesh(
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float depth_range_local[2];
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if (ELEM(snapdata->snap_to, SCE_SNAP_MODE_VERTEX, SCE_SNAP_MODE_EDGE)) {
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mul_m4_m4m4(lpmat, snapdata->pmat, obmat);
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copy_v3_v3(ray_org_local, snapdata->ray_origin);
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mul_m4_v3(imat, ray_org_local);
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depth_range_local[0] = snapdata->depth_range[0] * local_scale;
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depth_range_local[1] = local_depth + depth_range_local[0];
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}
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copy_v3_v3(ray_org_local, snapdata->ray_origin);
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mul_m4_v3(imat, ray_org_local);
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if (do_bb) {
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BoundBox *bb = BKE_object_boundbox_get(ob);
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@@ -1246,11 +1247,6 @@ static bool snapDerivedMesh(
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* because even in the Orthografic view, in some cases,
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* the ray can start inside the object (see T50486) */
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if (len_diff > 400.0f) {
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float ray_org_local[3];
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copy_v3_v3(ray_org_local, snapdata->ray_origin);
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mul_m4_v3(imat, ray_org_local);
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/* We pass a temp ray_start, set from object's boundbox, to avoid precision issues with
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* very far away ray_start values (as returned in case of ortho view3d), see T38358.
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*/
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