Use setters and getters for frozen state, separate superHot and
don't tick regular tick events
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@@ -25,10 +25,42 @@ public class TickSpeed
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public static ServerCommandSource tick_warp_sender = null;
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public static int player_active_timeout = 0;
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public static boolean process_entities = true;
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public static boolean deepFreeze = false;
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public static boolean is_paused = false;
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private static boolean deepFreeze = false;
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private static boolean is_paused = false;
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public static boolean is_superHot = false;
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/**
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* @return Whether or not the game is in a frozen state.
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* You should normally use {@link #process_entities} instead,
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* since that one accounts for tick steps and superhot
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*/
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public static boolean isPaused() {
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return is_paused;
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}
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/**
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* This can be used for things that you may not normally want
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* to freeze, but may need to in some situations.
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* This should be used with {@link #process_entities} to make sure the
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* current tick is actually frozen
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* @return Whether or not the game is deeply frozen.
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*/
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public static boolean deeplyFrozen() {
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return deepFreeze;
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}
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/**
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* Used to update the frozen state of the game.
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* Handles connected clients as well.
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* @param isPaused Whether or not the game is paused
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* @param isDeepFreeze Whether or not the game is deeply frozen
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*/
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public static void setFrozenState(boolean isPaused, boolean isDeepFreeze) {
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is_paused = isPaused;
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deepFreeze = isPaused ? isDeepFreeze : false;
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ServerNetworkHandler.updateFrozenStateToConnectedPlayers();
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}
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/**
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* Functional interface that listens for tickrate changes. This is
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* implemented to allow tickrate compatibility with other mods etc.
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