Here is a log with delay (In this test my button is near many objects, and the camera is turned in a direction that draws many of them): Pastebin

It actually revealed one very interesting point--that there are many more CanUseItem events being handled than CharacterItemEvents. In fact, many CanUseItem handlings are not followed by any "UsedItem" events whatsoever. I gathered that these were all of my clicks that were "missed" so I tested with a PROC hook out of _CRIME_CrimeTriggers' ProcProcessUseOfItem(); right after the RequestProcessed() call.

The result was that the button did play the effect more regularly, but clicks were still missed. Also, in-game, the button was still delayed (and many clicks missed), even in areas with almost no objects nearby. This suggests that "missed" clicks are not firing a CanUseItem event at all.


Here is a log with almost no delay (In this test my button is near many objects, but the camera is turned in a direction that does not draw many of them): Pastebin

In this case, it seems that every CanUseItem event is followed by the family of "UsedItem" events, as well as the CharacterItemEvent.

Last edited by Ameranth; 04/05/18 01:10 AM.