fixed some bugs
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@@ -401,7 +401,6 @@ function updateModifiedWeaponStats(damage, rpm, reloadTime) {
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`;
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`;
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}
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}
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// Function to filter weapons in the dropdown based on search input
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function filterWeapons() {
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function filterWeapons() {
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const input = document.getElementById('weapon-search').value.toLowerCase();
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const input = document.getElementById('weapon-search').value.toLowerCase();
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const weaponSelect = document.getElementById('weapon-select');
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const weaponSelect = document.getElementById('weapon-select');
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@@ -426,6 +425,8 @@ function filterWeapons() {
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// Automatically select the first visible matching option
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// Automatically select the first visible matching option
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if (firstVisibleOption) {
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if (firstVisibleOption) {
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weaponSelect.value = firstVisibleOption.value;
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weaponSelect.value = firstVisibleOption.value;
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// Manually trigger the 'change' event after auto-selecting the first option
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weaponSelect.dispatchEvent(new Event('change'));
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}
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}
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}
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}
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@@ -454,6 +455,8 @@ function filterOperatives() {
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// Automatically select the first visible matching option
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// Automatically select the first visible matching option
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if (firstVisibleOption) {
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if (firstVisibleOption) {
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operativeSelect.value = firstVisibleOption.value;
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operativeSelect.value = firstVisibleOption.value;
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// Manually trigger the 'change' event after auto-selecting the first option
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operativeSelect.dispatchEvent(new Event('change'));
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}
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}
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}
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}
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+9
-10
@@ -4,12 +4,12 @@ document.addEventListener('DOMContentLoaded', () => {
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.then(data => {
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.then(data => {
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const updatedGuns = data.map(gun => {
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const updatedGuns = data.map(gun => {
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const original_damage = gun['damage'];
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const original_damage = gun['damage'];
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const rps = gun['rpm'] / 60;
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const dps = original_damage * rps;
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const reload_time_min = gun['reload_time'] / 60;
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const dpm = (gun['mag_size'] * original_damage) / (reload_time_min + (gun['mag_size'] / gun['rpm']));
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const avg_dps = dpm / 60;
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const total_damage = original_damage * gun['damage_multiplier'];
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const total_damage = original_damage * gun['damage_multiplier'];
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const rps = gun['rpm'] / 60;
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const dps = total_damage * rps;
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const reload_time_min = gun['reload_time'] / 60;
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const dpm = (gun['mag_size'] * total_damage) / (reload_time_min + (gun['mag_size'] / gun['rpm']));
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const avg_dps = dpm / 60;
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// Add the calculated stats to the gun object
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// Add the calculated stats to the gun object
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return {
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return {
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@@ -37,10 +37,9 @@ function populateTable(data) {
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row.insertCell(3).innerText = gun.rpm;
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row.insertCell(3).innerText = gun.rpm;
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row.insertCell(4).innerText = gun.mag_size;
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row.insertCell(4).innerText = gun.mag_size;
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row.insertCell(5).innerText = gun.reload_time;
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row.insertCell(5).innerText = gun.reload_time;
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row.insertCell(6).innerText = gun.guntype;
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row.insertCell(6).innerText = gun.rps.toFixed(2);
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row.insertCell(7).innerText = gun.rps.toFixed(2);
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row.insertCell(7).innerText = gun.dps.toFixed(2);
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row.insertCell(8).innerText = gun.dps.toFixed(2);
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row.insertCell(8).innerText = gun.dpm.toFixed(2);
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row.insertCell(9).innerText = gun.dpm.toFixed(2);
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row.insertCell(9).innerText = gun.avg_dps.toFixed(2);
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row.insertCell(10).innerText = gun.avg_dps.toFixed(2);
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});
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});
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}
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}
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@@ -61,7 +61,6 @@
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<th>Rounds per minute</th>
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<th>Rounds per minute</th>
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<th>Magazine Size</th>
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<th>Magazine Size</th>
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<th>Reload time</th>
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<th>Reload time</th>
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<th>Gun type</th>
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<th>RPS</th>
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<th>RPS</th>
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<th>DPS</th>
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<th>DPS</th>
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<th>DPM</th>
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<th>DPM</th>
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