diff --git a/apps/openmw/mwmechanics/character.cpp b/apps/openmw/mwmechanics/character.cpp index 08cb8f6ccd..73bec3f2ae 100644 --- a/apps/openmw/mwmechanics/character.cpp +++ b/apps/openmw/mwmechanics/character.cpp @@ -2407,13 +2407,8 @@ namespace MWMechanics // Note that while a complete movement animation cycle will have a well defined direction, no individual frame will, and // therefore we have to determine the direction separately from the value of the movementFromAnimation variable. float animMovementAngle = 0; - if (!Settings::game().mTurnToMovementDirection || isFirstPersonPlayer) - { - if (cls.getMovementSettings(mPtr).mIsStrafing) - animMovementAngle = movement.x() > 0 ? -osg::PI_2f : osg::PI_2f; - else - animMovementAngle = movement.y() >= 0 ? 0 : -osg::PIf; - } + if (cls.getMovementSettings(mPtr).mIsStrafing) + animMovementAngle = movement.x() > 0 ? -osg::PI_2f : osg::PI_2f; else { animMovementAngle = mAnimation->getLegsYawRadians();