#8531 closed patch
KYRA1: Fix (?) for odd-looking bitflag handling
Reported by: | eriktorbjorn | Owned by: | vinterstum |
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Priority: | normal | Component: | Engine: Kyra |
Version: | Keywords: | ||
Cc: | Game: | Kyrandia 1 |
Description
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.
Attachments (1)
Change History (7)
by , 19 years ago
comment:1 by , 19 years ago
Owner: | set to |
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comment:2 by , 19 years ago
Keeping this one open for a bit until I can properly find out exactly what those flags do :). So far, this patch causes one regression that I can find (the falling leaf graphics bug), but this might well have been the proper fix to begin with.
comment:4 by , 18 years ago
Status: | new → closed |
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comment:5 by , 18 years ago
Closing this one for now. While the changes do make sense, they cause more problems than they're worth at the moment :) (Multiple regressions, probably caused by breaking various workarounds).
comment:6 by , 6 years ago
Component: | → Engine: Kyra |
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Game: | → Kyrandia 1 |
Patch against current SVN