KYRA1: Fix (?) for odd-looking bitflag handling
|Reported by:||eriktorbjorn||Owned by:||vinterstum|
I've been itching to make this change, but I don't know whether or not it's correct, or what difference it would make.
In refreshSceneAnimObject(), we currently check unkFlag and flipX and, for each of them, we either set one bit in anim.flags, or we clear most of them. In fact, if both unkFlag and flipX are zero, it looks to me as if anim.flags will also end up zero.
It would make more sense to me if each of these variables set and cleared only one bit. But, as I said, I do not know what would happen if I made that change.
Ticket imported from: #1485921. Ticket imported from: patches/636.