diff --git a/docs/tr1/CHANGELOG.md b/docs/tr1/CHANGELOG.md index 640be22aa..77dc42a39 100644 --- a/docs/tr1/CHANGELOG.md +++ b/docs/tr1/CHANGELOG.md @@ -1,6 +1,7 @@ ## [Unreleased](https://github.com/LostArtefacts/TRX/compare/tr1-4.8.3...develop) - ××××-××-×× - added support for custom levels to use `disable_floor` in the gameflow, similar to TR2's Floating Islands (#2541) - changed the Controls screen to hide the reset and unbind texts when changing a key (#2103) +- fixed the bear AI fix option being applied in the Vilcabamba demo (#2559, regression from 4.8) ## [4.8.3](https://github.com/LostArtefacts/TRX/compare/tr1-4.8.2...tr1-4.8.3) - 2025-02-17 - fixed some of Lara's speech in the gym not playing in response to player action (#2514, regression from 4.8) diff --git a/src/tr1/game/objects/creatures/bear.c b/src/tr1/game/objects/creatures/bear.c index af0a14361..157f21e57 100644 --- a/src/tr1/game/objects/creatures/bear.c +++ b/src/tr1/game/objects/creatures/bear.c @@ -58,11 +58,6 @@ static void M_Setup(OBJECT *const obj) obj->collision_func = Creature_Collision; obj->shadow_size = UNIT_SHADOW / 2; obj->hit_points = BEAR_HITPOINTS; - if (g_Config.gameplay.fix_bear_ai) { - obj->pivot_length = 0; - } else { - obj->pivot_length = 500; - } obj->radius = BEAR_RADIUS; obj->smartness = BEAR_SMARTNESS; obj->intelligent = 1; @@ -77,6 +72,8 @@ static void M_Setup(OBJECT *const obj) static void M_Control(const int16_t item_num) { ITEM *const item = Item_Get(item_num); + OBJECT *const obj = Object_Get(item->object_id); + obj->pivot_length = g_Config.gameplay.fix_bear_ai ? 0 : 500; if (item->status == IS_INVISIBLE) { if (!LOT_EnableBaddieAI(item_num, 0)) {