Code cleanup: use 'const' for arrays (editors)
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@@ -2071,7 +2071,7 @@ static int edbm_blend_from_shape_exec(bContext *C, wmOperator *op)
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if (use_add) {
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/* in add mode, we add relative shape key offset */
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if (kb) {
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float *rco = CustomData_bmesh_get_n(&em->bm->vdata, eve->head.data, CD_SHAPEKEY, kb->relative);
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const float *rco = CustomData_bmesh_get_n(&em->bm->vdata, eve->head.data, CD_SHAPEKEY, kb->relative);
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sub_v3_v3v3(co, co, rco);
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}
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@@ -2652,7 +2652,7 @@ static void mesh_separate_material_assign_mat_nr(Object *ob, const short mat_nr)
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ID *obdata = ob->data;
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Material ***matarar;
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short *totcolp;
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const short *totcolp;
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totcolp = give_totcolp_id(obdata);
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matarar = give_matarar_id(obdata);
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@@ -4263,7 +4263,7 @@ static void sort_bmelem_flag(Scene *scene, Object *ob,
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pb = pblock[j];
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sb = sblock[j];
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if (pb && sb && !map[j]) {
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char *p_blk;
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const char *p_blk;
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BMElemSort *s_blk;
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int tot = totelem[j];
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int aff = affected[j];
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