diff --git a/distribution/changelog.txt b/distribution/changelog.txt index 931c93d242..85d696bbe9 100644 --- a/distribution/changelog.txt +++ b/distribution/changelog.txt @@ -23,6 +23,7 @@ - Fix: [#22520] Virtual floor no longer appears when holding modifier keys during track construction. - Fix: [#22582] Lighting effects are not enabled/disabled correctly, making the game appear frozen. - Fix: [#22593] Memory leak on Android builds when reading zip files. +- Fix: [#22606] Virtual floor is sometimes drawn above the path when placing paths. - Fix: [#22625] Fix compilation with orignal ride ratings. 0.4.13 (2024-08-04) diff --git a/src/openrct2/world/Footpath.cpp b/src/openrct2/world/Footpath.cpp index dc7ffe7554..030e32a20d 100644 --- a/src/openrct2/world/Footpath.cpp +++ b/src/openrct2/world/Footpath.cpp @@ -22,18 +22,14 @@ #include "../entity/EntityRegistry.h" #include "../interface/Viewport.h" #include "../interface/Window_internal.h" -#include "../management/Finance.h" -#include "../network/network.h" #include "../object/FootpathObject.h" #include "../object/FootpathRailingsObject.h" #include "../object/FootpathSurfaceObject.h" #include "../object/ObjectEntryManager.h" -#include "../object/ObjectList.h" #include "../object/ObjectManager.h" #include "../object/PathAdditionEntry.h" #include "../paint/VirtualFloor.h" #include "../ride/RideData.h" -#include "../ride/Station.h" #include "../ride/Track.h" #include "../ride/TrackData.h" #include "../util/Util.h" @@ -41,8 +37,6 @@ #include "Location.hpp" #include "Map.h" #include "MapAnimation.h" -#include "Park.h" -#include "Scenery.h" #include "Surface.h" #include "TileElement.h" @@ -173,7 +167,7 @@ money64 FootpathProvisionalSet( VirtualFloorSetHeight(0); } else if ( - gFootpathConstructSlope == kTileSlopeFlat || gProvisionalFootpath.Position.z < gFootpathConstructFromPosition.z) + gProvisionalFootpath.Slope == kTileSlopeFlat || gProvisionalFootpath.Position.z < gFootpathConstructFromPosition.z) { // Going either straight on, or down. VirtualFloorSetHeight(gProvisionalFootpath.Position.z);