Small cleanup: Use ELEM and wrong identation
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@@ -933,8 +933,8 @@ RenderEngineType DRW_engine_viewport_clay_type = {
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NULL, NULL,
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CLAY_ENGINE, N_("Clay"), RE_INTERNAL,
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NULL, NULL, NULL, NULL, NULL, NULL, NULL,
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&CLAY_layer_collection_settings_create,
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&CLAY_scene_layer_settings_create,
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&CLAY_layer_collection_settings_create,
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&CLAY_scene_layer_settings_create,
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&draw_engine_clay_type,
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{NULL, NULL, NULL}
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};
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@@ -662,10 +662,10 @@ static int buttons_context_path(const bContext *C, ButsContextPath *path, int ma
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case BCONTEXT_BONE_CONSTRAINT:
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found = buttons_context_path_pose_bone(path);
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break;
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case BCONTEXT_COLLECTION:
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found = buttons_context_path_collection(C, path);
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break;
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default:
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case BCONTEXT_COLLECTION:
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found = buttons_context_path_collection(C, path);
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break;
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default:
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found = 0;
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break;
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}
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@@ -281,7 +281,7 @@ bool GPU_viewport_cache_validate(GPUViewport *viewport, unsigned int hash)
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bool dirty = false;
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/* TODO for testing only, we need proper cache invalidation */
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if (G.debug_value != 666 && G.debug_value != 667) {
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if (ELEM(G.debug_value, 666, 667) == false) {
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for (LinkData *link = viewport->data.first; link; link = link->next) {
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ViewportEngineData *data = link->data;
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int psl_len;
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