Fixed an issue in the backend of the addon
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@@ -916,7 +916,10 @@ function segmentClass:ResetAllCombatData()
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for i = #segmentsTable, 1, -1 do
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for i = #segmentsTable, 1, -1 do
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---@type combat
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---@type combat
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local thisCombatObject = segmentsTable[i]
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local thisCombatObject = segmentsTable[i]
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Details:DestroyCombat(thisCombatObject)
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--check if the combat is already destroyed
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if (not thisCombatObject.__destroyed) then
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Details:DestroyCombat(thisCombatObject)
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end
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end
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end
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--the current combat when finished will be moved to the first index of "segmentsTable", need the check if the current combat was already destroyed
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--the current combat when finished will be moved to the first index of "segmentsTable", need the check if the current combat was already destroyed
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