ViewLayer *view_layer = CTX_data_view_layer(C);
Base *base = BASACT(view_layer);
- if (base && BASE_VISIBLE(v3d, base)) {
+ if (base && BASE_VISIBLE(v3d, base) && BASE_SELECTABLE(v3d, base)) {
Object *ob = BKE_object_pose_armature_get(base->object);
if (ob) {
const bArmature *arm = ob->data;
ViewLayer *view_layer = CTX_data_view_layer(C);
Base *base = BASACT(view_layer);
- if (base && BASE_VISIBLE(v3d, base)) {
+ if (base && BASE_VISIBLE(v3d, base) && BASE_SELECTABLE(v3d, base)) {
Object *ob = base->object;
if (ob->type == OB_CAMERA) {
Camera *camera = ob->data;
ViewLayer *view_layer = CTX_data_view_layer(C);
Base *base = BASACT(view_layer);
- if (base && BASE_VISIBLE(v3d, base)) {
+ if (base && BASE_VISIBLE(v3d, base) && BASE_SELECTABLE(v3d, base)) {
Object *ob = base->object;
if (ob->type == OB_EMPTY) {
if (ob->empty_drawtype == OB_EMPTY_IMAGE) {
ViewLayer *view_layer = CTX_data_view_layer(C);
Base *base = BASACT(view_layer);
- if (base && BASE_VISIBLE(v3d, base)) {
+ if (base && BASE_VISIBLE(v3d, base) && BASE_SELECTABLE(v3d, base)) {
Object *ob = base->object;
if (ob->pd && ob->pd->forcefield) {
return true;
ViewLayer *view_layer = CTX_data_view_layer(C);
Base *base = BASACT(view_layer);
- if (base && BASE_VISIBLE(v3d, base)) {
+ if (base && BASE_VISIBLE(v3d, base) && BASE_SELECTABLE(v3d, base)) {
Object *ob = base->object;
if (ob->type == OB_LAMP) {
Lamp *la = ob->data;
ViewLayer *view_layer = CTX_data_view_layer(C);
Base *base = BASACT(view_layer);
- if (base && BASE_VISIBLE(v3d, base)) {
+ if (base && BASE_VISIBLE(v3d, base) && BASE_SELECTABLE(v3d, base)) {
Object *ob = base->object;
if (ob->type == OB_LAMP) {
Lamp *la = ob->data;
ViewLayer *view_layer = CTX_data_view_layer(C);
Base *base = BASACT(view_layer);
- if (base && BASE_VISIBLE(v3d, base)) {
+ if (base && BASE_VISIBLE(v3d, base) && BASE_SELECTABLE(v3d, base)) {
Object *ob = base->object;
if (ob->type == OB_LAMP) {
Lamp *la = ob->data;