Swap courtyards when flipping footprint.
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@ -1414,6 +1414,8 @@ void FOOTPRINT::Flip( const wxPoint& aCentre, bool aFlipLeftRight )
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UpdateBoundingHull();
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UpdateBoundingHull();
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else
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else
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m_hull.Mirror( aFlipLeftRight, !aFlipLeftRight, m_pos );
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m_hull.Mirror( aFlipLeftRight, !aFlipLeftRight, m_pos );
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std::swap( m_poly_courtyard_front, m_poly_courtyard_back );
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}
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}
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