Cleanup: only use r_ prefix for return args
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@ -1573,7 +1573,7 @@ int BLI_bvhtree_find_nearest(
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/* Determines the distance that the ray must travel to hit the bounding volume of the given node */
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static float ray_nearest_hit(BVHRayCastData *data, const float bv[6])
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static float ray_nearest_hit(const BVHRayCastData *data, const float bv[6])
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{
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int i;
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@ -975,19 +975,19 @@ static int sk_getStrokeSnapPoint(bContext *C, SK_Point *pt, SK_Sketch *sketch, S
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CTX_wm_region(C), CTX_wm_view3d(C));
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float mvalf[2] = {UNPACK2(dd->mval)};
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float r_loc[3], dummy_no[3];
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float loc[3], dummy_no[3];
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if (ts->snap_mode == SCE_SNAP_MODE_VOLUME) {
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float size;
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if (peelObjectsSnapContext(
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snap_context, mvalf, SNAP_ALL,
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(ts->snap_flag & SCE_SNAP_PEEL_OBJECT) != 0,
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r_loc, dummy_no, &size))
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loc, dummy_no, &size))
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{
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pt->type = dd->type;
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pt->mode = PT_SNAP;
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pt->size = size / 2;
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copy_v3_v3(pt->p, r_loc);
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copy_v3_v3(pt->p, loc);
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point_added = 1;
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}
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@ -1022,11 +1022,11 @@ static int sk_getStrokeSnapPoint(bContext *C, SK_Point *pt, SK_Sketch *sketch, S
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.snap_to = ts->snap_mode,
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},
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mvalf, &dist_px, NULL,
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r_loc, dummy_no))
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loc, dummy_no))
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{
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pt->type = dd->type;
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pt->mode = PT_SNAP;
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copy_v3_v3(pt->p, r_loc);
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copy_v3_v3(pt->p, loc);
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point_added = 1;
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}
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