Added some more comments and updated code arrangement
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@@ -383,33 +383,25 @@ function applyModifiers() {
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}
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}
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}
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}
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});
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});
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// Step 1: Calculate final damage
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// Step 1: Calculate final damage
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let damage = baseDamage; // Reset to base damage
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let damage = baseDamage; // Reset to base damage
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// Step 2: Apply multiplicative damage modifiers
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// Step 2: Apply multiplicative damage modifiers
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damage *= damageModifier.multiplicative;
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damage *= damageModifier.multiplicative;
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// Step 3: Apply headshot multiplicative damage modifiers
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// Step 3: Apply headshot multiplicative damage modifiers
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if (headshotMultiplier > 0) {
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if (headshotMultiplier > 0) {
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damage *= (1 + headshotMultiplier);
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damage *= (1 + headshotMultiplier);
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}
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}
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// Step 4: Apply additive damage modifiers
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// Step 4: Apply additive damage modifiers
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damage += damageModifier.additive;
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damage += damageModifier.additive;
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// Step 5: Apply the weapon's damage multiplier
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// Step 5: Apply the weapon's damage multiplier
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damage *= selectedWeapon.damage_multiplier;
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damage *= selectedWeapon.damage_multiplier;
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// Calculate other modified stats
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// Calculate other modified stats
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let rpm = baseRpm * rpmModifier.multiplicative + rpmModifier.additive;
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let rpm = baseRpm * rpmModifier.multiplicative + rpmModifier.additive;
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let reloadTime = baseReloadTime * reloadTimeModifier.multiplicative + reloadTimeModifier.additive;
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let reloadTime = baseReloadTime * reloadTimeModifier.multiplicative + reloadTimeModifier.additive;
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// Safeguard: Reload time cannot go below 0.1 seconds
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// Safeguard: Reload time cannot go below 0.1 seconds
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if (reloadTime < 0.1) {
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if (reloadTime < 0.1) {
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reloadTime = 0.1;
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reloadTime = 0.1;
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}
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}
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// Calculate and update DPS, DPM, and average DPS
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// Calculate and update DPS, DPM, and average DPS
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calculateDPSAndDPM(damage, rpm, selectedWeapon.mag_size, reloadTime);
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calculateDPSAndDPM(damage, rpm, selectedWeapon.mag_size, reloadTime);
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updateModifiedWeaponStats(damage, rpm, reloadTime);
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updateModifiedWeaponStats(damage, rpm, reloadTime);
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