* This way if we are flipping related bones (e.g., Bone.L, Bone.R) at the same time
* all the bones are safely renamed, without conflicting with each other.
*
- * \param arm Armature the bones belong to
- * \param bones ListBase of BoneConflict elems, populated via ED_armature_bones_flip_names_add
+ * \param arm: Armature the bones belong to
+ * \param bones_names: List of BoneConflict elems.
*/
void ED_armature_bones_flip_names(bArmature *arm, ListBase *bones_names)
{