Code cleanup: use macro to find vertex in face
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@ -68,6 +68,7 @@
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#include "BKE_library.h"
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#include "BKE_main.h"
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#include "BKE_mesh.h"
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#include "BKE_mesh_mapping.h"
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#include "BKE_node.h"
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#include "BKE_object.h"
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#include "BKE_paint.h"
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@ -897,21 +898,16 @@ static bool check_seam(const ProjPaintState *ps,
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/* We need to know the order of the verts in the adjacent face
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* set the i1_fidx and i2_fidx to (0,1,2,3) */
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if (mf->v1 == i1) i1_fidx = 0;
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else if (mf->v2 == i1) i1_fidx = 1;
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else if (mf->v3 == i1) i1_fidx = 2;
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else if (mf->v4 && mf->v4 == i1) i1_fidx = 3;
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if (mf->v1 == i2) i2_fidx = 0;
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else if (mf->v2 == i2) i2_fidx = 1;
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else if (mf->v3 == i2) i2_fidx = 2;
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else if (mf->v4 && mf->v4 == i2) i2_fidx = 3;
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i1_fidx = BKE_MESH_TESSFACE_VINDEX_ORDER(mf, i1);
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i2_fidx = BKE_MESH_TESSFACE_VINDEX_ORDER(mf, i2);
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/* Only need to check if 'i2_fidx' is valid because we know i1_fidx is the same vert on both faces */
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if (i2_fidx != -1) {
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Image *tpage = project_paint_face_image(ps, ps->dm_mtface, face_index);
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Image *orig_tpage = project_paint_face_image(ps, ps->dm_mtface, orig_face);
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BLI_assert(i1_fidx != -1);
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/* This IS an adjacent face!, now lets check if the UVs are ok */
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tf = ps->dm_mtface + face_index;
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