Cleanup: style
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@@ -261,7 +261,7 @@ static void overlay_cache_populate(void *vedata, Object *ob)
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GPUShader *sh = (all_wires) ? e_data.face_wireframe_sh : e_data.face_wireframe_pretty_sh;
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if ((DRW_state_is_select() || DRW_state_is_depth()) &&
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(v3d->shading.flag & V3D_SHADING_XRAY) != 0)
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(v3d->shading.flag & V3D_SHADING_XRAY) != 0)
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{
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static float params[2] = {1.2f, 1.0f}; /* Parameters for all wires */
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@@ -6348,7 +6348,7 @@ static int edbm_bridge_edge_loops_exec(bContext *C, wmOperator *op)
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uint objects_len = 0;
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Object **objects = BKE_view_layer_array_from_objects_in_edit_mode_unique_data(view_layer, &objects_len);
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for(uint ob_index = 0; ob_index < objects_len; ob_index++) {
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for (uint ob_index = 0; ob_index < objects_len; ob_index++) {
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Object *obedit = objects[ob_index];
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BMEditMesh *em = BKE_editmesh_from_object(obedit);
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@@ -1389,8 +1389,8 @@ static int uv_select_more_less(bContext *C, const bool select)
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BM_ITER_MESH (efa, &iter, em->bm, BM_FACES_OF_MESH) {
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if (uvedit_face_visible_test(scene, obedit, ima, efa)) {
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#define IS_SEL 1
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#define IS_UNSEL 2
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#define IS_SEL 1
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#define IS_UNSEL 2
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int sel_state = 0;
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@@ -1411,8 +1411,8 @@ static int uv_select_more_less(bContext *C, const bool select)
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}
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}
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#undef IS_SEL
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#undef IS_UNSEL
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#undef IS_SEL
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#undef IS_UNSEL
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}
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}
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