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
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.