From 70266347d1e57f783e321c02fa4782ea6194fc5c Mon Sep 17 00:00:00 2001 From: matheusvb3 <98937378+matheusvb3@users.noreply.github.com> Date: Mon, 27 Oct 2025 18:07:48 -0300 Subject: [PATCH] Fix claxon audio bug on crossings that span multiple tiles Co-Authored-By: Aaron van Geffen <604665+AaronVanGeffen@users.noreply.github.com> --- distribution/changelog.txt | 1 + src/openrct2/ride/Vehicle.cpp | 1 + 2 files changed, 2 insertions(+) diff --git a/distribution/changelog.txt b/distribution/changelog.txt index 059b1b227b..3f9e788e13 100644 --- a/distribution/changelog.txt +++ b/distribution/changelog.txt @@ -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). diff --git a/src/openrct2/ride/Vehicle.cpp b/src/openrct2/ride/Vehicle.cpp index c42aaf950d..0e4a0b9289 100644 --- a/src/openrct2/ride/Vehicle.cpp +++ b/src/openrct2/ride/Vehicle.cpp @@ -8771,6 +8771,7 @@ void Vehicle::UpdateCrossings() const if (!playedClaxon && !pathElement->IsBlockedByVehicle()) { Claxon(); + playedClaxon = true; } crossingBonus = 4; pathElement->SetIsBlockedByVehicle(true);