diff --git a/src/town_cmd.cpp b/src/town_cmd.cpp index c2d87cb6ce..1fa6fa97aa 100644 --- a/src/town_cmd.cpp +++ b/src/town_cmd.cpp @@ -1928,7 +1928,8 @@ static bool DoBuildStatueOfCompany(TileIndex tile, TownID town_id) PlayerID old; CommandCost r; - if (GetTileSlope(tile, NULL) != SLOPE_FLAT) return false; + /* Statues can be build on slopes, just like houses. Only the steep slopes is a no go. */ + if (IsSteepSlope(GetTileSlope(tile, NULL))) return false; if (!IsTileType(tile, MP_HOUSE) && !IsTileType(tile, MP_CLEAR) && diff --git a/src/unmovable_cmd.cpp b/src/unmovable_cmd.cpp index ee486cbfac..c3495d7156 100644 --- a/src/unmovable_cmd.cpp +++ b/src/unmovable_cmd.cpp @@ -110,6 +110,8 @@ CommandCost CmdBuildCompanyHQ(TileIndex tile, uint32 flags, uint32 p1, uint32 p2 return cost; } +static Foundation GetFoundation_Unmovable(TileIndex tile, Slope tileh); + static void DrawTile_Unmovable(TileInfo *ti) { @@ -132,6 +134,9 @@ static void DrawTile_Unmovable(TileInfo *ti) } case UNMOVABLE_STATUE: + /* This should prevent statues from sinking into the ground when on a slope. */ + if (ti->tileh != SLOPE_FLAT) DrawFoundation(ti, GetFoundation_Unmovable(ti->tile, ti->tileh)); + DrawGroundSprite(SPR_CONCRETE_GROUND, PAL_NONE); AddSortableSpriteToDraw(SPR_STATUE_COMPANY, PLAYER_SPRITE_COLOR(GetTileOwner(ti->tile)), ti->x, ti->y, 16, 16, 25, ti->z, HASBIT(_transparent_opt, TO_STRUCTURES));