Fix manipulator showing in pose & editmode
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@@ -337,8 +337,6 @@ static int calc_manipulator_stats(const bContext *C)
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}
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else if (obedit) {
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ob = obedit;
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if ((ob->lay & v3d->lay) == 0) return 0;
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if (obedit->type == OB_MESH) {
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BMEditMesh *em = BKE_editmesh_from_object(obedit);
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BMEditSelection ese;
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@@ -521,8 +519,6 @@ static int calc_manipulator_stats(const bContext *C)
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int mode = TFM_ROTATION; // mislead counting bones... bah. We don't know the manipulator mode, could be mixed
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bool ok = false;
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if ((ob->lay & v3d->lay) == 0) return 0;
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if ((v3d->around == V3D_AROUND_ACTIVE) && (pchan = BKE_pose_channel_active(ob))) {
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/* doesn't check selection or visibility intentionally */
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Bone *bone = pchan->bone;
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