Fix (character, portal, enchantment) animations during speed up / slowed down path playback and rendering
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@@ -10,9 +10,9 @@ import com.replaymod.replay.ReplayHandler;
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import com.replaymod.replaystudio.pathing.path.Keyframe;
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import com.replaymod.replaystudio.pathing.path.Path;
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import com.replaymod.replaystudio.pathing.path.Timeline;
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import net.minecraft.client.Minecraft;
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import net.minecraftforge.fml.common.FMLCommonHandler;
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import net.minecraftforge.fml.common.eventhandler.SubscribeEvent;
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import net.minecraftforge.fml.common.gameevent.TickEvent;
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import javax.annotation.Nullable;
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import java.util.Iterator;
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@@ -21,8 +21,10 @@ import java.util.Iterator;
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* Plays a timeline.
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*/
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public abstract class AbstractTimelinePlayer {
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private final Minecraft mc = Minecraft.getMinecraft();
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private final ReplayHandler replayHandler;
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private Timeline timeline;
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private long lastTime;
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private long lastTimestamp;
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private ListenableFuture<Void> future;
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private SettableFuture<Void> settableFuture;
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@@ -58,6 +60,10 @@ public abstract class AbstractTimelinePlayer {
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replayHandler.getReplaySender().setSyncModeAndWait();
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FMLCommonHandler.instance().bus().register(this);
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lastTime = 0;
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mc.timer = new ReplayTimer(mc.timer);
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mc.timer.timerSpeed = 1;
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mc.timer.elapsedPartialTicks = mc.timer.elapsedTicks = 0;
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return future = settableFuture = SettableFuture.create();
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}
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@@ -70,8 +76,9 @@ public abstract class AbstractTimelinePlayer {
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}
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@SubscribeEvent
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public void onTick(TickEvent.RenderTickEvent event) {
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public void onTick(ReplayTimer.UpdatedEvent event) {
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if (future.isDone()) {
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mc.timer = ((ReplayTimer) mc.timer).getWrapped();
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replayHandler.getReplaySender().setAsyncMode(true);
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FMLCommonHandler.instance().bus().unregister(this);
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return;
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@@ -80,8 +87,27 @@ public abstract class AbstractTimelinePlayer {
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if (time > lastTimestamp) {
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time = lastTimestamp;
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}
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// Apply to timeline
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timeline.applyToGame(time, replayHandler);
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if (time == lastTimestamp) {
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// Update minecraft timer
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long replayTime = replayHandler.getReplaySender().currentTimeStamp();
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if (lastTime == 0) {
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// First frame, no change yet
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lastTime = replayTime;
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}
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float timeInTicks = replayTime / 50f;
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float previousTimeInTicks = lastTime / 50f;
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float passedTicks = timeInTicks - previousTimeInTicks;
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mc.timer.elapsedPartialTicks += passedTicks;
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mc.timer.elapsedTicks = (int) mc.timer.elapsedPartialTicks;
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mc.timer.elapsedPartialTicks -= mc.timer.elapsedTicks;
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mc.timer.renderPartialTicks = mc.timer.elapsedPartialTicks;
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lastTime = replayTime;
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if (time >= lastTimestamp) {
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settableFuture.set(null);
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}
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}
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