fix cooldowns trigger
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@ -93,24 +93,26 @@ function EventListener:COMBAT_LOG_EVENT_UNFILTERED()
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end
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end
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if srcUnit then
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local unitRace = Gladdy.buttons[srcUnit].race
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-- cooldown tracker
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if Gladdy.db.cooldown and Cooldowns.cooldownSpellIds[spellName] then
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local unitClass
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local spellId = Cooldowns.cooldownSpellIds[spellName] -- don't use spellId from combatlog, in case of different spellrank
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if Gladdy.db.cooldownCooldowns[tostring(spellId)] then
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if (Gladdy:GetCooldownList()[Gladdy.buttons[srcUnit].class][spellId]) then
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unitClass = Gladdy.buttons[srcUnit].class
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else
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unitClass = Gladdy.buttons[srcUnit].race
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if (eventType == "SPELL_CAST_SUCCESS" or eventType == "SPELL_AURA_APPLIED") then
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local unitRace = Gladdy.buttons[srcUnit].race
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-- cooldown tracker
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if Gladdy.db.cooldown and Cooldowns.cooldownSpellIds[spellName] then
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local unitClass
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local spellId = Cooldowns.cooldownSpellIds[spellName] -- don't use spellId from combatlog, in case of different spellrank
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if Gladdy.db.cooldownCooldowns[tostring(spellId)] then
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if (Gladdy:GetCooldownList()[Gladdy.buttons[srcUnit].class][spellId]) then
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unitClass = Gladdy.buttons[srcUnit].class
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else
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unitClass = Gladdy.buttons[srcUnit].race
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end
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Cooldowns:CooldownUsed(srcUnit, unitClass, spellId, spellName)
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Gladdy:DetectSpec(srcUnit, Gladdy.specSpells[spellName])
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end
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Cooldowns:CooldownUsed(srcUnit, unitClass, spellId, spellName)
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Gladdy:DetectSpec(srcUnit, Gladdy.specSpells[spellName])
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end
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end
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if Gladdy.db.racialEnabled and Gladdy:Racials()[unitRace].spellName == spellName and Gladdy:Racials()[unitRace][spellID] then
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Gladdy:SendMessage("RACIAL_USED", srcUnit)
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if Gladdy.db.racialEnabled and Gladdy:Racials()[unitRace].spellName == spellName and Gladdy:Racials()[unitRace][spellID] then
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Gladdy:SendMessage("RACIAL_USED", srcUnit)
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end
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end
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if not Gladdy.buttons[srcUnit].class then
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