Does anyone have an idea if TriggerSleepAction was 'broken' in Reforged? According to my own memory and some forum posts, TriggerSleepAction was ticking even when the game is paused/a person is lagging/disconnecting. So it was perfect for e.g. manipulating music/sounds which continue to run during such pauses and you could run the next sound right after the previous one has finished even if someone is lagging at this moment. I'm also seeing some other hacky benefits in this behaviour.
However, according to my tests, in the current game version TriggerSleepAction stops counting when the game is paused. Both in JASS and Lua, both in single player and multiplayer. TriggerWaitForSound also doesn't unpause the thread if the game is paused at the moment the sound finishes, it only unpauses the thread after the game is unpaused with a short delay.
Did anyone else encounter this, or am I making things up? Also, do you know something else that would allow running some code while the game is paused?
However, according to my tests, in the current game version TriggerSleepAction stops counting when the game is paused. Both in JASS and Lua, both in single player and multiplayer. TriggerWaitForSound also doesn't unpause the thread if the game is paused at the moment the sound finishes, it only unpauses the thread after the game is unpaused with a short delay.
Did anyone else encounter this, or am I making things up? Also, do you know something else that would allow running some code while the game is paused?