Cleanup: more int->bool.
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@@ -1136,7 +1136,7 @@ static LodLevel *lod_level_select(Object *ob, const float camera_position[3])
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bool BKE_object_lod_is_usable(Object *ob, Scene *scene)
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{
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bool active = (scene) ? ob == OBACT : 0;
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bool active = (scene) ? ob == OBACT : false;
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return (ob->mode == OB_MODE_OBJECT || !active);
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}
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@@ -1402,10 +1402,10 @@ bool BKE_object_pose_context_check(Object *ob)
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(ob->pose) &&
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(ob->mode & OB_MODE_POSE))
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{
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return 1;
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return true;
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}
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else {
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return 0;
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return false;
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}
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}
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@@ -2401,7 +2401,7 @@ static bool where_is_object_parslow(Object *ob, float obmat[4][4], float slowmat
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/* include framerate */
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fac1 = (1.0f / (1.0f + fabsf(ob->sf)));
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if (fac1 >= 1.0f) return 0;
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if (fac1 >= 1.0f) return false;
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fac2 = 1.0f - fac1;
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fp1 = obmat[0];
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@@ -2410,7 +2410,7 @@ static bool where_is_object_parslow(Object *ob, float obmat[4][4], float slowmat
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fp1[0] = fac1 * fp1[0] + fac2 * fp2[0];
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}
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return 1;
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return true;
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}
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/* note, scene is the active scene while actual_scene is the scene the object resides in */
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