Thanks for that feedback and you are once again totally right. no idea why i have been searching so much about a pet/issue.. it was actually back to the 2nd "issue" i had back then (when i had to shorten the refresh time) : checking the combat status
basically : if i enter combat first, pets are shown fine. if pets / owner are already in combat and i enter after them, they show as additional damage dealers.
so, i would need as you hint to change the way the add-on "gets into combat" a bit like recount does, but i have been reading recount a lot tonight and i can't figure out how they do it.
i have been thinking at having a function like :
Code:
local function checkCombat()
if UnitAffectingCombat("player") or UnitAffectingCombat("pet") then
ch_incombat = true
return
end
for i = 1, GetNumGroupMembers() do
if IsInRaid() then
if UnitAffectingCombat(format("raid%i", i)) or UnitAffectingCombat(format("raidpet%i", i)) then
ch_incombat = true
return
end
else
if UnitAffectingCombat(format("party%i", i)) or UnitAffectingCombat(format("partypet%i", i)) then
ch_incombat = true
return
end
end
end
ch_incombat = false
end
so that function check if anyone in my party is in combat and if so, makes ch_incombat = true
now, where i'm clueless is, great i have such nice thing (it looks good on paper) but what the hell can i do with that ?. my idea behind is just to force the add-on to enter in combat if anyone in my party/raid is already in combat and starts recording and not just myself.
i also found that the current _StartCombat gets called around line 3229 with :
Code:
elseif event == "PLAYER_REGEN_DISABLED" then
_StartCombat()
i thought that maybe i need to "enrich" this section or would it be the _StartCombat function that needs "rewriting" somehow ?