Send TimeSensor output events, without actually activating the TimeSensor.
This is useful in situations when you want the X3D scene state to reflect given time, but you do not want to activate sensor and generally you do not want to initialize anything that would continue animating on it's own.
Using TimeSensor this way is contrary to the VRML/X3D specified behavior. But it's useful when we have VRML/X3D scene inside T3DResource, that is shared by many T3D instances (like creatures and items) that want to simultaneusly display different time moments of the same scene within a single frame. In other words, this is useful when a single scene is shared (if you have a 100 creatures in your game using the same 3D model, you don't want to create 100 copies of this 3D model in memory).
We ignore TimeSensor.loop (FdLoop) field, instead we follow our own ALoop parameter. We also ignore TimeSensor.fractionIncreasing field, instead we follow our own AFractionIncreasing parameter. We also ignore TimeSensor.enabled field, assuming that you always want to behave like it's enabled (in particular, this makes TCastleSceneCore.ForceAnimationPose always working, even if TCastleSceneCore.PlayAnimation set enabled = false on previously-stopped animation).
We take into account TimeSensor.cycleInterval (FdCycleInterval), just like during normal TimeSensor behaviour. We send out isActive:=true, fraction_changed, elapsedTime and time X3D output events, and they should drive the rest of animation.