added weapon creater
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+62
-4
@@ -416,10 +416,10 @@ function applyModifiers() {
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function applyBuff(buff, rpmModifier, reloadTimeModifier, damageModifier) {
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if (ignoreHeadshots &&
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(buff.buffType === 'multiplicative-headshot' ||
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buff.buffType === 'multiplicative-headshot-base')) {
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return;
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}
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(buff.buffType === 'multiplicative-headshot' ||
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buff.buffType === 'multiplicative-headshot-base')) {
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return;
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}
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const {type, buffType, value} = buff;
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// Handle headshot multipliers
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if (buffType === 'multiplicative-headshot-base' && !headshotBaseApplied) {
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@@ -540,6 +540,64 @@ document.querySelectorAll('#guntype-filters input').forEach(checkbox => {
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checkbox.addEventListener('change', filterWeapons);
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});
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// function for Creating a Weapon
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const openBtn = document.getElementById('weapon-create');
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const closeBtn = document.getElementById('weapon-cancel');
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const modal = document.getElementById('weapon-form');
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const form = document.getElementById('weaponForm');
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// Show the modal
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openBtn.addEventListener('click', () => {
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modal.style.display = 'flex';
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});
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// Hide the modal
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closeBtn.addEventListener('click', () => {
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modal.style.display = 'none';
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form.reset();
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});
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// Handle form submission
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form.addEventListener('submit', e => {
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e.preventDefault();
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const data = new FormData(form);
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const newId = weapons.length
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? Math.max(...weapons.map(w => w.id)) + 1
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: 1;
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const weapon = {
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id: newId,
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name: data.get('name'),
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damage: parseFloat(data.get('damage')),
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rpm: parseFloat(data.get('rpm')),
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mag_size: parseFloat(data.get('magazin')),
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reload_time: parseFloat(data.get('reload-time')),
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damage_multiplier: parseFloat(data.get('multiplier')),
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guntype: data.getAll('gun-type')
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};
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// 2) Add it locally
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weapons.push(weapon);
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// 3) Refresh UI
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populateWeapons(); // repopulate <select id="weapon-select">
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// **Here you can pass `weapon` to your game logic**
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console.log('Created weapon:', weapon);
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// Close & reset
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modal.style.display = 'none';
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form.reset();
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});
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// Optional: click outside form to close
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modal.addEventListener('click', e => {
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if (e.target === modal) {
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modal.style.display = 'none';
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form.reset();
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}
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});
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// Initialize
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fetchWeaponsData();
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