Repository: ManimCommunity/manim
File: manim/mobject/geometry.py (Python)

Code before:
                inter
                + quadrant[0] * radius * line1.get_unit_vector()
                + quadrant[1] * radius * line2.get_unit_vector()
            )
            angle_mobject = Elbow(**kwargs)
            angle_mobject.set_points_as_corners(
                [anchor_angle_1, anchor_middle, anchor_angle_2]
            )
        else:
            angle_1 = angle_of_vector(anchor_angle_1 - inter)
            angle_2 = angle_of_vector(anchor_angle_2 - inter)

            if not other_angle:
                start_angle = angle_1
                if angle_2 > angle_1:
                    angle_fin = angle_2 - angle_1
                else:
                    angle_fin = 2 * np.pi - (angle_1 - angle_2)
            else:
                start_angle = angle_1
                if angle_2 < angle_1:
                    angle_fin = -angle_1 + angle_2
                else:
                    angle_fin = -2 * np.pi + (angle_2 - angle_1)

            self.angle_fin = angle_fin

            angle_mobject = Arc(
                radius=radius,
                angle=self.angle_fin,
                start_angle=start_angle,
                arc_center=inter,
                **kwargs,
            )

            if dot:
                if dot_radius is None:
                    dot_radius = radius / 10
                else:
                    self.dot_radius = dot_radius
                right_dot = Dot(ORIGIN, radius=dot_radius, color=dot_color)
                dot_anchor = (
                    inter
                    + (angle_mobject.get_center() - inter)
                    / np.linalg.norm(angle_mobject.get_center() - inter)
                    * radius
                    * dot_distance
                )
                right_dot.move_to(dot_anchor)
                self.add(right_dot)


Review comment (suggestion):
Again, a more explicit attribute name would be preferable. Why not `angle_value`?

```suggestion
            self.angle_value = angle_fin
```

Code after:
            else:
                radius = 0.4
        else:
            self.radius = radius

        anchor_angle_1 = inter + quadrant[0] * radius * line1.get_unit_vector()
        anchor_angle_2 = inter + quadrant[1] * radius * line2.get_unit_vector()

        if elbow:
            anchor_middle = (
                inter
                + quadrant[0] * radius * line1.get_unit_vector()
                + quadrant[1] * radius * line2.get_unit_vector()
            )
            angle_mobject = Elbow(**kwargs)
            angle_mobject.set_points_as_corners(
                [anchor_angle_1, anchor_middle, anchor_angle_2]
            )
        else:
            angle_1 = angle_of_vector(anchor_angle_1 - inter)
            angle_2 = angle_of_vector(anchor_angle_2 - inter)

            if not other_angle:
                start_angle = angle_1
                if angle_2 > angle_1:
                    angle_fin = angle_2 - angle_1
                else:
                    angle_fin = 2 * np.pi - (angle_1 - angle_2)
            else:
                start_angle = angle_1
                if angle_2 < angle_1:
                    angle_fin = -angle_1 + angle_2
                else:
                    angle_fin = -2 * np.pi + (angle_2 - angle_1)

            self.angle_value = angle_fin

            angle_mobject = Arc(
                radius=radius,
                angle=self.angle_value,
                start_angle=start_angle,
                arc_center=inter,
                **kwargs,
            )

            if dot:
                if dot_radius is None:
                    dot_radius = radius / 10
                else:
                    self.dot_radius = dot_radius
                right_dot = Dot(ORIGIN, radius=dot_radius, color=dot_color)