looks like a ton of things are being checked on jump for different mods
Entering [filmbots_client]Jump(1)
Entering [supportheightcontrol]Jump(1)
Entering Jump(1)
Leaving Jump() - return 1
Leaving [supportheightcontrol]Jump() - return 1
Leaving [filmbots_client]Jump() - return 1
Entering servercmdhoverAscend(17968)
Entering hoverLoop(17968, 1)
Leaving hoverLoop() - return 0
Leaving servercmdhoverAscend() - return 0
Entering FPSTick()
Leaving FPSTick() - return
Entering [VCE_Main]Armor::onTrigger(38, 29118, 2, 1)
Entering [triggerEvents]Armor::onTrigger(38, 29118, 2, 1)
Entering [MSMegaphone]Armor::onTrigger(38, 29118, 2, 1)
Entering [sportBallsPackage]Armor::onTrigger(38, 29118, 2, 1)
Entering [NewBrickTool]Armor::onTrigger(38, 29118, 2, 1)
Entering [AbramsshootOnClick_Pack]Armor::onTrigger(38, 29118, 2, 1)
Entering [AmbulanceOnTrigger]Armor::onTrigger(38, 29118, 2, 1)
Entering [MLRSshootOnClick_Pack]Armor::onTrigger(38, 29118, 2, 1)
Entering [PirateCannonPackage]Armor::onTrigger(38, 29118, 2, 1)
Entering [EnterOnlyOnClick]Armor::onTrigger(38, 29118, 2, 1)
Entering [Z008ADS]Armor::onTrigger(38, 29118, 2, 1)
Entering [RPG7ADS]Armor::onTrigger(38, 29118, 2, 1)
Entering [PKMADS]Armor::onTrigger(38, 29118, 2, 1)
Entering [MP7ADS]Armor::onTrigger(38, 29118, 2, 1)
Entering [Mossberg500ADS]Armor::onTrigger(38, 29118, 2, 1)
Entering [M1911ADS]Armor::onTrigger(38, 29118, 2, 1)
Entering [AK47ADS]Armor::onTrigger(38, 29118, 2, 1)
Entering [INFRifleGLFire]Armor::onTrigger(38, 29118, 2, 1)
Entering [TankPackage]Armor::onTrigger(38, 29118, 2, 1)
Entering [Stimpack]Armor::onTrigger(38, 29118, 2, 1)
Entering Armor::onTrigger(38, 29118, 2, 1)
Leaving Armor::onTrigger() - return
Leaving [Stimpack]Armor::onTrigger() - return
Leaving [TankPackage]Armor::onTrigger() - return
Leaving [INFRifleGLFire]Armor::onTrigger() - return
Leaving [AK47ADS]Armor::onTrigger() - return
Leaving [M1911ADS]Armor::onTrigger() - return
Leaving [Mossberg500ADS]Armor::onTrigger() - return
Leaving [MP7ADS]Armor::onTrigger() - return
Leaving [PKMADS]Armor::onTrigger() - return
Leaving [RPG7ADS]Armor::onTrigger() - return
Leaving [Z008ADS]Armor::onTrigger() - return
Leaving [EnterOnlyOnClick]Armor::onTrigger() - return
Leaving [PirateCannonPackage]Armor::onTrigger() - return
Leaving [MLRSshootOnClick_Pack]Armor::onTrigger() - return
Leaving [AmbulanceOnTrigger]Armor::onTrigger() - return
Leaving [AbramsshootOnClick_Pack]Armor::onTrigger() - return
Leaving [NewBrickTool]Armor::onTrigger() - return
Leaving [sportBallsPackage]Armor::onTrigger() - return 0
Leaving [MSMegaphone]Armor::onTrigger() - return 0
and then looks like slayer is checking if a lot of object IDs are part of a minigame and some VCE checking if they're jumping
and this happens about 25 times or so total
Entering [Slayer_MiniGameSO]getMiniGameFromObject(29118)
Entering getMiniGameFromObject(29118)
Entering getBL_IDFromObject(29118)
Entering [Slayer_MiniGameSO]getBrickGroupFromObject(29118)
Entering getBrickGroupFromObject(29118)
Leaving getBrickGroupFromObject() - return 17939
Leaving [Slayer_MiniGameSO]getBrickGroupFromObject() - return 17939
Leaving getBL_IDFromObject() - return 46329
Leaving getMiniGameFromObject() - return -1
Leaving [Slayer_MiniGameSO]getMiniGameFromObject() - return -1
Entering [Slayer_MiniGameSO]getMiniGameFromObject(29453)
Entering getMiniGameFromObject(29453)
Entering SimGroup::getClient(17939)
Leaving SimGroup::getClient() - return 17968
Entering SimGroup::getClient(17939)
Leaving SimGroup::getClient() - return 17968
Entering getBL_IDFromObject(29453)
Entering [Slayer_MiniGameSO]getBrickGroupFromObject(29453)
Entering getBrickGroupFromObject(29453)
Leaving getBrickGroupFromObject() - return 17939
Leaving [Slayer_MiniGameSO]getBrickGroupFromObject() - return 17939
Leaving getBL_IDFromObject() - return 46329
Leaving getMiniGameFromObject() - return -1
Entering Slayer_Support::getBLIDFromObject(29453)
Leaving Slayer_Support::getBLIDFromObject() - return 46329
Entering Slayer_MiniGameHandlerSG::getHighestPriorityMinigame(17500, 46329)
Entering Slayer_MiniGameHandlerSG::getMinigameFromBLID(17500, 46329)
Entering Slayer_Support::isFloat(46329)
Leaving Slayer_Support::isFloat() - return 1
Leaving Slayer_MiniGameHandlerSG::getMinigameFromBLID() - return 0
Entering Slayer_Support::getBlocklandID()
Leaving Slayer_Support::getBlocklandID() - return 46329
Leaving Slayer_MiniGameHandlerSG::getHighestPriorityMinigame() - return -1
Leaving [Slayer_MiniGameSO]getMiniGameFromObject() - return -1
Entering [Slayer_MiniGameSO]getMiniGameFromObject(29453)
Entering getMiniGameFromObject(29453)
Entering SimGroup::getClient(17939)
Leaving SimGroup::getClient() - return 17968
Entering SimGroup::getClient(17939)
Leaving SimGroup::getClient() - return 17968
Entering getBL_IDFromObject(29453)
Entering [Slayer_MiniGameSO]getBrickGroupFromObject(29453)
Entering getBrickGroupFromObject(29453)
Leaving getBrickGroupFromObject() - return 17939
Leaving [Slayer_MiniGameSO]getBrickGroupFromObject() - return 17939
Leaving getBL_IDFromObject() - return 46329
Leaving getMiniGameFromObject() - return -1
Entering Slayer_Support::getBLIDFromObject(29453)
Leaving Slayer_Support::getBLIDFromObject() - return 46329
Entering Slayer_MiniGameHandlerSG::getHighestPriorityMinigame(17500, 46329)
Entering Slayer_MiniGameHandlerSG::getMinigameFromBLID(17500, 46329)
Entering Slayer_Support::isFloat(46329)
Leaving Slayer_Support::isFloat() - return 1
Leaving Slayer_MiniGameHandlerSG::getMinigameFromBLID() - return 0
Entering Slayer_Support::getBlocklandID()
Leaving Slayer_Support::getBlocklandID() - return 46329
Leaving Slayer_MiniGameHandlerSG::getHighestPriorityMinigame() - return -1
Leaving [Slayer_MiniGameSO]getMiniGameFromObject() - return -1
Entering [VCE_Main]fxDTSBrick::processInputEvent(29453, onPlayerJump, 17968)
Entering [Support_EventTargets]SimObject::processInputEvent(29453, onPlayerJump, 17968)
Entering inputEvent_GetInputEventIdx(onPlayerJump)
Leaving inputEvent_GetInputEventIdx() - return 53
Entering [inputEventParameters]SimObject::processInputEvent(29453, onPlayerJump, 17968)
Leaving [inputEventParameters]SimObject::processInputEvent() - return 29453
Leaving [Support_EventTargets]SimObject::processInputEvent() - return 29453
Leaving [VCE_Main]fxDTSBrick::processInputEvent() - return 29453
if you have a onPlayerJump input events on bricks, it might be calling that on every brick, or every brick that has the event