Add smoothPath property to control effects and update formatting
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@@ -1623,6 +1623,7 @@ export function cloneRuntimeResolvedDiscreteControlState<
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pathId: state.pathId,
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pathId: state.pathId,
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speed: state.speed,
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speed: state.speed,
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loop: state.loop,
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loop: state.loop,
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smoothPath: state.smoothPath,
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progressMode: state.progressMode,
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progressMode: state.progressMode,
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source: state.source
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source: state.source
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}) as TState;
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}) as TState;
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@@ -1760,6 +1761,7 @@ export function areControlEffectsEqual(
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left.pathId === (right as FollowActorPathControlEffect).pathId &&
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left.pathId === (right as FollowActorPathControlEffect).pathId &&
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left.speed === (right as FollowActorPathControlEffect).speed &&
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left.speed === (right as FollowActorPathControlEffect).speed &&
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left.loop === (right as FollowActorPathControlEffect).loop &&
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left.loop === (right as FollowActorPathControlEffect).loop &&
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left.smoothPath === (right as FollowActorPathControlEffect).smoothPath &&
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left.progressMode ===
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left.progressMode ===
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(right as FollowActorPathControlEffect).progressMode
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(right as FollowActorPathControlEffect).progressMode
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);
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);
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@@ -1896,7 +1898,7 @@ export function formatControlEffectValue(effect: ControlEffect): string {
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case "followActorPath":
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case "followActorPath":
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return `${effect.pathId} @ ${effect.speed}${
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return `${effect.pathId} @ ${effect.speed}${
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effect.loop ? " (Loop)" : ""
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effect.loop ? " (Loop)" : ""
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}`;
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}${effect.smoothPath ? " (Smooth)" : ""}`;
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case "playModelAnimation":
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case "playModelAnimation":
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return effect.loop === false
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return effect.loop === false
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? `${effect.clipName} (Once)`
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? `${effect.clipName} (Once)`
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@@ -1972,6 +1974,7 @@ export function applyControlEffectToResolvedState(
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pathId: effect.pathId,
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pathId: effect.pathId,
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speed: effect.speed,
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speed: effect.speed,
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loop: effect.loop,
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loop: effect.loop,
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smoothPath: effect.smoothPath,
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progressMode: effect.progressMode,
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progressMode: effect.progressMode,
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source
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source
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})
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})
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