code cleanup
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@@ -918,7 +918,7 @@ static void flag_render_node_material(Render *re, bNodeTree *ntree)
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{
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bNode *node;
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for (node=ntree->nodes.first; node; node= node->next) {
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for (node = ntree->nodes.first; node; node = node->next) {
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if (node->id) {
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if (GS(node->id->name)==ID_MA) {
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Material *ma= (Material *)node->id;
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@@ -5660,7 +5660,7 @@ void RE_Database_FromScene_Vectors(Render *re, Main *bmain, Scene *sce, unsigned
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ok= 1;
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}
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if (ok==0) {
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printf("speed table: missing object %s\n", obi->ob->id.name+2);
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printf("speed table: missing object %s\n", obi->ob->id.name + 2);
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continue;
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}
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@@ -5676,7 +5676,7 @@ void RE_Database_FromScene_Vectors(Render *re, Main *bmain, Scene *sce, unsigned
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if (obi->totvector==oldobi->totvector)
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calculate_speedvectors(re, obi, oldobi->vectors, step);
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else
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printf("Warning: object %s has different amount of vertices or strands on other frame\n", obi->ob->id.name+2);
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printf("Warning: object %s has different amount of vertices or strands on other frame\n", obi->ob->id.name + 2);
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} /* not fluidsim */
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oldobi= oldobi->next;
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@@ -1458,7 +1458,7 @@ static bool rlayer_node_uses_alpha(bNodeTree *ntree, bNode *node)
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for (sock = node->outputs.first; sock; sock = sock->next) {
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/* Weak! but how to make it better? */
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if (!strcmp(sock->name, "Alpha") && nodeCountSocketLinks(ntree, sock) > 0)
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if (STREQ(sock->name, "Alpha") && nodeCountSocketLinks(ntree, sock) > 0)
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return true;
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}
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