In the TickAndRenderListenener, replace the tick() Method which listens to all TickEvents with a onRenderTick Method which listens only to RenderTickEvents. This way, Key and Mouse Inputs aren't fired more frequently while the Replay is not paused. (Camera Roll has the same speed now while paused and unpaused)
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@@ -10,7 +10,6 @@ import net.minecraftforge.client.event.MouseEvent;
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import net.minecraftforge.client.event.RenderWorldLastEvent;
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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.InputEvent;
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import net.minecraftforge.fml.common.gameevent.TickEvent;
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import org.lwjgl.input.Mouse;
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import org.lwjgl.opengl.Display;
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@@ -61,7 +60,7 @@ public class TickAndRenderListener {
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}
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@SubscribeEvent
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public void tick(TickEvent event) {
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public void onRenderTick(TickEvent.RenderTickEvent event) {
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if(!ReplayHandler.isInReplay() || ReplayProcess.isVideoRecording()) return;
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if(ReplayHandler.getCameraEntity() != null)
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@@ -70,7 +69,7 @@ public class TickAndRenderListener {
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ReplayProcess.tickReplay(true);
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} else onMouseMove(new MouseEvent());
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FMLCommonHandler.instance().bus().post(new InputEvent.KeyInputEvent());
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FMLCommonHandler.instance().fireKeyInput();
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}
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@SubscribeEvent
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