fix for bug introduced with weight paint vertex selection.
heat weighting ignored selected faces.
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@@ -682,8 +682,8 @@ void heat_bone_weighting(Object *ob, Mesh *me, float (*verts)[3], int numsource,
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mask[mface->v4]= (mvert[mface->v4].flag & SELECT) != 0;
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}
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}
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else {
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if(use_face_sel) {
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else if (use_face_sel) {
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if (mface->flag & ME_FACE_SEL) {
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mask[mface->v1]= 1;
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mask[mface->v2]= 1;
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mask[mface->v3]= 1;
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