}
for (; aItLPB.More(); aItLPB.Next()) {
const Handle(BOPDS_PaveBlock)& aPBx=aItLPB.Value();
- const Handle(BOPDS_PaveBlock)& aPBRx=aPBx->RealPaveBlock();
+ const Handle(BOPDS_PaveBlock) aPBRx=aPBx->RealPaveBlock();
//
// update vertices of paves
aPave[0]=aPBx->Pave1();