Time in cinematic is now computed by stacking tpf
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@9122 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
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@ -133,8 +133,8 @@ public abstract class AbstractCinematicEvent implements CinematicEvent {
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*/
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*/
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public void internalUpdate(float tpf) {
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public void internalUpdate(float tpf) {
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if (playState == PlayState.Playing) {
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if (playState == PlayState.Playing) {
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//time = time+ (tpf * speed);
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time = time+ (tpf * speed);
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time = elapsedTimePause + (timer.getTimeInSeconds() - start) * speed;
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//time = elapsedTimePause + (timer.getTimeInSeconds() - start) * speed;
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onUpdate(tpf);
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onUpdate(tpf);
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if (time >= initialDuration && loopMode == loopMode.DontLoop) {
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if (time >= initialDuration && loopMode == loopMode.DontLoop) {
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