rename 'mask shape' to mask object, will make adding shape keys less confusing.
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@@ -58,7 +58,7 @@ static void exec(void *data, bNode *node, bNodeStack **in, bNodeStack **out)
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Mask *mask = (Mask *)node->id;
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CompBuf *stackbuf;
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RenderData *rd = data;
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MaskShape *shape = mask->shapes.first;
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MaskObject *maskobj = mask->maskobjs.first;
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float *res;
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int sx, sy;
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@@ -84,9 +84,9 @@ static void exec(void *data, bNode *node, bNodeStack **in, bNodeStack **out)
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stackbuf = alloc_compbuf(sx, sy, CB_VAL, TRUE);
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res = stackbuf->rect;
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shape = mask->shapes.first;
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while (shape) {
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MaskSpline *spline = shape->splines.first;
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maskobj = mask->maskobjs.first;
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while (maskobj) {
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MaskSpline *spline = maskobj->splines.first;
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while (spline) {
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float *diff_points;
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@@ -123,7 +123,7 @@ static void exec(void *data, bNode *node, bNodeStack **in, bNodeStack **out)
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spline = spline->next;
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}
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shape = shape->next;
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maskobj = maskobj->next;
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}
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/* pass on output and free */
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