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authorCampbell Barton <ideasman42@gmail.com>2011-05-23 12:14:29 +0400
committerCampbell Barton <ideasman42@gmail.com>2011-05-23 12:14:29 +0400
commitf5ec4cf4e914542ef3ebb27b49dcf42699f610a9 (patch)
tree2a2d7ca2cdee4905b204db51ac42518c05e5de1b /source/blender/editors/transform
parentaf49b5f6c981f7759a22373848bf4e30015b8943 (diff)
fix own mistake [#27451] Flip to Top / Flip to Bottom menuitems on right click on header not working
also get rig of more shadowed vars (-Wshadow).
Diffstat (limited to 'source/blender/editors/transform')
-rw-r--r--source/blender/editors/transform/transform_conversions.c4
-rw-r--r--source/blender/editors/transform/transform_snap.c4
2 files changed, 4 insertions, 4 deletions
diff --git a/source/blender/editors/transform/transform_conversions.c b/source/blender/editors/transform/transform_conversions.c
index 5fbb3f07c5b..c7699f7249c 100644
--- a/source/blender/editors/transform/transform_conversions.c
+++ b/source/blender/editors/transform/transform_conversions.c
@@ -4937,8 +4937,8 @@ void special_aftertrans_update(bContext *C, TransInfo *t)
/* when running transform non-interactively (operator exec),
* we need to update the pose otherwise no updates get called during
* transform and the auto-ik is not applied. see [#26164] */
- struct Object *ob=t->poseobj;
- where_is_pose(t->scene, ob);
+ struct Object *pose_ob=t->poseobj;
+ where_is_pose(t->scene, pose_ob);
}
/* if target-less IK grabbing, we calculate the pchan transforms and clear flag */
diff --git a/source/blender/editors/transform/transform_snap.c b/source/blender/editors/transform/transform_snap.c
index 5c58ca53cb4..e3e5e012920 100644
--- a/source/blender/editors/transform/transform_snap.c
+++ b/source/blender/editors/transform/transform_snap.c
@@ -1613,9 +1613,9 @@ static int snapObjects(Scene *scene, View3D *v3d, ARegion *ar, Object *obedit, f
for(dupli_ob = lb->first; dupli_ob; dupli_ob = dupli_ob->next)
{
- Object *ob = dupli_ob->ob;
+ Object *dob = dupli_ob->ob;
- retval |= snapObject(scene, ar, ob, 0, dupli_ob->mat, ray_start, ray_normal, mval, loc, no, dist, &depth);
+ retval |= snapObject(scene, ar, dob, 0, dupli_ob->mat, ray_start, ray_normal, mval, loc, no, dist, &depth);
}
free_object_duplilist(lb);