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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