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Fix #11804: Some RCT1 fences are imported at the wrong height
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@@ -40,6 +40,7 @@
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- Fix: [#11640] Objects with a blank description in one language do not fall back to other languages anymore.
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- Fix: [#11640] Objects with a blank description in one language do not fall back to other languages anymore.
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- Fix: [#11676] Spiral Roller Coaster has regular lift hill available.
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- Fix: [#11676] Spiral Roller Coaster has regular lift hill available.
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- Fix: [#11695] Mechanics walk to tile 0, 0 at entrance only stations when trying to fix them.
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- Fix: [#11695] Mechanics walk to tile 0, 0 at entrance only stations when trying to fix them.
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- Fix: [#11804] Some RCT1 fences are imported at the wrong height.
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- Fix: [#11953] Incorrect banner text shade colour on wall text.
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- Fix: [#11953] Incorrect banner text shade colour on wall text.
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- Fix: [#12062] Inconsistent lift hill sprites on Flying Coaster while inverted (original bug).
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- Fix: [#12062] Inconsistent lift hill sprites on Flying Coaster while inverted (original bug).
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- Fix: [#12068] Incorrect Entrance/Exit location on track design preview. Incorrect track design previews with track that contain diagonal track elements.
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- Fix: [#12068] Incorrect Entrance/Exit location on track design preview. Incorrect track design previews with track that contain diagonal track elements.
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@@ -2807,13 +2807,25 @@ private:
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ConvertWall(&type, &colourA, &colourB);
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ConvertWall(&type, &colourA, &colourB);
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type = _wallTypeToEntryMap[type];
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type = _wallTypeToEntryMap[type];
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auto edgeSlope = LandSlopeToWallSlope[slope][edge & 3] & ~EDGE_SLOPE_ELEVATED;
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auto baseZ = originalTileElement.GetBaseZ();
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auto clearanceZ = originalTileElement.GetClearanceZ();
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auto edgeSlope = LandSlopeToWallSlope[slope][edge & 3];
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if (edgeSlope & (EDGE_SLOPE_UPWARDS | EDGE_SLOPE_DOWNWARDS))
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{
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clearanceZ += LAND_HEIGHT_STEP;
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}
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if (edgeSlope & EDGE_SLOPE_ELEVATED)
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{
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edgeSlope &= ~EDGE_SLOPE_ELEVATED;
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baseZ += LAND_HEIGHT_STEP;
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clearanceZ += LAND_HEIGHT_STEP;
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}
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auto element = tile_element_insert(location, originalTileElement.GetOccupiedQuadrants());
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auto element = tile_element_insert(location, originalTileElement.GetOccupiedQuadrants());
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element->SetType(TILE_ELEMENT_TYPE_WALL);
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element->SetType(TILE_ELEMENT_TYPE_WALL);
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element->SetDirection(edge);
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element->SetDirection(edge);
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element->SetBaseZ(originalTileElement.GetBaseZ());
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element->SetBaseZ(baseZ);
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element->SetClearanceZ(originalTileElement.GetClearanceZ());
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element->SetClearanceZ(clearanceZ);
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auto wallElement = element->AsWall();
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auto wallElement = element->AsWall();
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wallElement->SetEntryIndex(type);
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wallElement->SetEntryIndex(type);
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