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Previously, if an animation was played while the game was running at a low frame rate, it was very noticeable that the first frame played inexplicably fast.
The reason was that after
play()was called,_frameTimerwas set to 0. Then, in the subsequentupdate, it would immediately update with_frameTimer += elapsed * timeScale;.I could have simply moved
_frameTimer += elapsed * timeScale;below theifcheck, but doing so would cause noticeable delays in animation playback at low frame rates, and even result in stiffness whenplay()was called frequently. Therefore, I implemented this compromise solution.