if (Math.abs(state.x - lastMove.state.x) > 2) { ... var currentTime = time, currentInput = input; entity.setState(state); // Rewind entity state var move, // Current move frameTime; // Time between correction and stored move for (m = 0; m < moveCount; m++) { move = moves[m]; frameTime = (move.time - currentTime) / 1000; // Update physics based on corrected time, input and state ... currentTime = move.time; currentInput = move.input; move.state = entity.getState(); }; }; };
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