Fixed a timing issue in MotionTrack when used as a control
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@8533 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
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@ -160,7 +160,7 @@ public class MotionTrack extends AbstractCinematicEvent implements Control {
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if (isControl) {
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if (playState == PlayState.Playing) {
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time = (elapsedTimePause + timer.getTimeInSeconds()) * speed;
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time = (elapsedTimePause + timer.getTimeInSeconds() - start) * speed;
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onUpdate(tpf);
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if (time >= initialDuration && loopMode == loopMode.DontLoop) {
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stop();
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