diff --git a/apps/openmw/mwphysics/movementsolver.cpp b/apps/openmw/mwphysics/movementsolver.cpp index a393ec5784..1c04ee65a5 100644 --- a/apps/openmw/mwphysics/movementsolver.cpp +++ b/apps/openmw/mwphysics/movementsolver.cpp @@ -459,8 +459,7 @@ namespace MWPhysics const auto verticalHalfExtent = osg::Vec3f(0.0, 0.0, physicActor->getHalfExtents().z()); // use a 3d approximation of the movement vector to better judge player intent - const ESM::Position& refpos = ptr.getRefData().getPosition(); - auto velocity = (osg::Quat(refpos.rot[0], osg::Vec3f(-1, 0, 0)) * osg::Quat(refpos.rot[2], osg::Vec3f(0, 0, -1))) * actor.mMovement; + auto velocity = (osg::Quat(actor.mRefpos.rot[0], osg::Vec3f(-1, 0, 0)) * osg::Quat(actor.mRefpos.rot[2], osg::Vec3f(0, 0, -1))) * actor.mMovement; // try to pop outside of the world before doing anything else if we're inside of it if (!physicActor->getOnGround() || physicActor->getOnSlope()) velocity += physicActor->getInertialForce();