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Diffstat (limited to 'source/blender/editors/space_nla/nla_channels.c')
-rw-r--r--source/blender/editors/space_nla/nla_channels.c6
1 files changed, 3 insertions, 3 deletions
diff --git a/source/blender/editors/space_nla/nla_channels.c b/source/blender/editors/space_nla/nla_channels.c
index c1e4a5de0ed..103b0664a23 100644
--- a/source/blender/editors/space_nla/nla_channels.c
+++ b/source/blender/editors/space_nla/nla_channels.c
@@ -71,7 +71,7 @@
* part of the channel is relevant.
*
* NOTE: eventually, this should probably be phased out when many of these things are replaced with buttons
- * --> Most channels are now selection only...
+ * --> Most channels are now selection only...
*/
static int mouse_nla_channels(bContext *C, bAnimContext *ac, float x, int channel_index, short selectmode)
@@ -368,8 +368,8 @@ static int nlachannels_mouseclick_invoke(bContext *C, wmOperator *op, const wmEv
/* figure out which channel user clicked in
* Note: although channels technically start at y= NLACHANNEL_FIRST, we need to adjust by half a channel's height
- * so that the tops of channels get caught ok. Since NLACHANNEL_FIRST is really NLACHANNEL_HEIGHT, we simply use
- * NLACHANNEL_HEIGHT_HALF.
+ * so that the tops of channels get caught ok. Since NLACHANNEL_FIRST is really NLACHANNEL_HEIGHT, we simply use
+ * NLACHANNEL_HEIGHT_HALF.
*/
UI_view2d_region_to_view(v2d, event->mval[0], event->mval[1], &x, &y);
UI_view2d_listview_view_to_cell(v2d, NLACHANNEL_NAMEWIDTH, NLACHANNEL_STEP(snla), 0, (float)NLACHANNEL_HEIGHT_HALF(snla), x, y, NULL, &channel_index);