In my specific project, holding a directional key causes MouseEntered() to not trigger when one would expect it to. I assume this is because the directional keys que up, and then MouseEntered() starts queing up as well, which ultimately results in what looks like lag.
Numbered Steps to Reproduce Problem:
Create a MouseEntered proc that does something, in my project I have it always make the player face the mouse.
Hold a directional key down and wiggle the mouse around in different places.
Watch.
Code Snippet (if applicable) to Reproduce Problem:
atom/MouseEntered(object, location, control, params)
if(object && location=="mapwindow.map")
//if(object!="Inventory")
usr.FacePlace(object)
else if(location && location=="mapwindow.map")
usr.FacePlace(location)
else
..()
mob
proc
FacePlace(target)
src.dir=get_dir(src,target)
Expected Results:
Normal movement, with MouseEntered working normally as well.
Actual Results:
Movement works normally until you start calling MouseEntered rapidly, then both bog up, lag, and cause all sorts of problems.
Does the problem occur:
Every time? Or how often? Every time.
In other games? Yes.
In other user accounts? Yes.
On other computers? Yes.
When does the problem NOT occur? If you're not moving, all works properly. If you tap the movement key, all works properly.
Did the problem NOT occur in any earlier versions? If so, what was the last version that worked? This issue occurs in previous versions.
Workarounds:
Working on it.