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Fix claxon audio bug on crossings that span multiple tiles

Co-Authored-By: Aaron van Geffen <604665+AaronVanGeffen@users.noreply.github.com>
This commit is contained in:
matheusvb3
2025-10-27 18:07:48 -03:00
committed by GitHub
parent 9e8c0cbe67
commit 70266347d1
2 changed files with 2 additions and 0 deletions

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@@ -11,6 +11,7 @@
- Fix: [#20486] Multiplayer desync when placing track designs without any scenery.
- Fix: [#22779, #25330] Incorrect queue paths in Nevermore Park and Six Flags Holland scenarios (bug in the original scenarios).
- Fix: [#24975] The Corkscrew and LIM Launched (original bug) roller coaster quarter loop tunnels are too high.
- Fix: [#25139] Steam locomotive and tram claxons can sound louder than normal when approaching crossings that span multiple tiles.
- Fix: [#25190] Inserting a block brake while a coaster is simulating will cause the simulation to behave strangely.
- Fix: [#25272] Text colour dropdown in the Banner window is too narrow, resulting in truncated labels.
- Fix: [#25299] The Mine Train Coaster left large helix draws incorrect sprites at certain angles (original bug).

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@@ -8771,6 +8771,7 @@ void Vehicle::UpdateCrossings() const
if (!playedClaxon && !pathElement->IsBlockedByVehicle())
{
Claxon();
playedClaxon = true;
}
crossingBonus = 4;
pathElement->SetIsBlockedByVehicle(true);