fix shadowed local variables
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@ -528,16 +528,16 @@ bool LINE_PLACER::routeHead( const VECTOR2I& aP, LINE& aNewHead )
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bool LINE_PLACER::optimizeTailHeadTransition()
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{
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LINE tmp = Trace();
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LINE linetmp = Trace();
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if( OPTIMIZER::Optimize( &tmp, OPTIMIZER::FANOUT_CLEANUP, m_currentNode ) )
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if( OPTIMIZER::Optimize( &linetmp, OPTIMIZER::FANOUT_CLEANUP, m_currentNode ) )
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{
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if( tmp.SegmentCount() < 1 )
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if( linetmp.SegmentCount() < 1 )
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return false;
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m_head = tmp;
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m_p_start = tmp.CLine().CPoint( 0 );
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m_direction = DIRECTION_45( tmp.CSegment( 0 ) );
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m_head = linetmp;
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m_p_start = linetmp.CLine().CPoint( 0 );
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m_direction = DIRECTION_45( linetmp.CSegment( 0 ) );
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m_tail.Line().Clear();
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return true;
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@ -347,7 +347,7 @@ NODE::OPT_OBSTACLE NODE::NearestObstacle( const LINE* aItem, int aKindMask,
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if( aLine.EndsWithVia() )
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{
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int clearance = GetClearance( obs.m_item, &aLine.Via() );
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clearance = GetClearance( obs.m_item, &aLine.Via() );
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SHAPE_LINE_CHAIN viaHull = aLine.Via().Hull( clearance, aItem->Width() );
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@ -216,9 +216,9 @@ int EDIT_TOOL::Main( const TOOL_EVENT& aEvent )
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lockOverride = true;
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// Save items, so changes can be undone
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selection.ForAll<BOARD_ITEM>( [&](BOARD_ITEM* item)
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selection.ForAll<BOARD_ITEM>( [&](BOARD_ITEM* brd_item)
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{
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m_commit->Modify( item );
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m_commit->Modify( brd_item );
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} );
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m_cursor = controls->GetCursorPosition();
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@ -778,7 +778,6 @@ void POINT_EDITOR::addCorner( const VECTOR2I& aBreakPoint )
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if( segment->GetShape() == S_SEGMENT )
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{
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BOARD_COMMIT commit( frame );
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commit.Modify( segment );
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SEG seg( segment->GetStart(), segment->GetEnd() );
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