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@ -5,6 +5,7 @@
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- Feature: [#10189] Make Track Designs work in multiplayer.
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- Change: [#1164] Use available translations for shortcut key bindings.
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- Fix: [#5249] No collision detection when building ride entrance at heights > 85.5m.
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- Fix: [#7784] Vehicle tab takes 1st car colour instead of tab_vehicle's colour.
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- Fix: [#10228] Can't import RCT1 Deluxe from Steam.
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- Fix: [#10313] Path furniture can be placed on level crossings.
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- Fix: [#10325] Crash when banners have no text.
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@ -1357,7 +1357,7 @@ static void window_ride_draw_tab_vehicle(rct_drawpixelinfo* dpi, rct_window* w)
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ride->subtype, ride->num_cars_per_train, rideEntry->tab_vehicle);
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rct_ride_entry_vehicle* rideVehicleEntry = &rideEntry->vehicles[vehicle];
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vehicle_colour vehicleColour = ride_get_vehicle_colour(ride, 0);
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vehicle_colour vehicleColour = ride_get_vehicle_colour(ride, rideEntry->tab_vehicle);
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int32_t spriteIndex = 32;
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if (w->page == WINDOW_RIDE_PAGE_VEHICLE)
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spriteIndex += w->frame_no;
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@ -3108,8 +3108,16 @@ vehicle_colour ride_get_vehicle_colour(Ride* ride, int32_t vehicleIndex)
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{
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vehicle_colour result;
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// Prevent indexing array out of bounds
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vehicleIndex = std::min(vehicleIndex, MAX_CARS_PER_TRAIN);
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if (ride->colour_scheme_type == VEHICLE_COLOUR_SCHEME_PER_VEHICLE)
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{
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// Prevent indexing array out of bounds
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vehicleIndex = std::min(vehicleIndex, MAX_CARS_PER_TRAIN);
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}
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else
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{
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// In this case, only the first car will be set and the rest will be either black or some residual colour.
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vehicleIndex = 0;
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}
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result.main = ride->vehicle_colours[vehicleIndex].Body;
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result.additional_1 = ride->vehicle_colours[vehicleIndex].Trim;
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