var flattened = flatten(weaponData);
- // TODO: after data conversion, retrieve the correct keys here
for(i in weaponData.games) {
var game_id = weaponData.games[i];
var sg = accuracyValue(flattened[game_id], "shotgun");
var sgTT = accuracyTooltip("shotgun", sg, weaponData.averages);
- var uzi = accuracyValue(flattened[game_id], "uzi");
- var uziTT = accuracyTooltip("uzi", uzi, weaponData.averages);
- var nex = accuracyValue(flattened[game_id], "nex");
- var nexTT = accuracyTooltip("nex", nex, weaponData.averages);
- var mn = accuracyValue(flattened[game_id], "minstanex");
- var mnTT = accuracyTooltip("minstanex", mn, weaponData.averages);
+ var mg = accuracyValue(flattened[game_id], "machinegun");
+ var mgTT = accuracyTooltip("machinegun", mg, weaponData.averages);
+ var vortex = accuracyValue(flattened[game_id], "vortex");
+ var vortexTT = accuracyTooltip("vortex", vortex, weaponData.averages);
+ var mn = accuracyValue(flattened[game_id], "vaporizer");
+ var mnTT = accuracyTooltip("vaporizer", mn, weaponData.averages);
var rifle = accuracyValue(flattened[game_id], "rifle");
var rifleTT = accuracyTooltip("rifle", rifle, weaponData.averages);
- data.addRow([game_id.toString(), sg, sgTT, uzi, uziTT, nex,
- nexTT, mn, mnTT, rifle, rifleTT]);
+ data.addRow([game_id.toString(), sg, sgTT, mg, mgTT, vortex,
+ vortexTT, mn, mnTT, rifle, rifleTT]);
}
var options = {
var flattened = flatten(weaponData);
- // TODO: after data conversion, retrieve the correct keys here
for(i in weaponData.games) {
var game_id = weaponData.games[i];
var sg = damageValue(flattened[game_id], "shotgun");
var sgTT = damageTooltip("shotgun", sg);
- var uzi = damageValue(flattened[game_id], "uzi");
- var uziTT = damageTooltip("uzi", uzi);
- var nex = damageValue(flattened[game_id], "nex");
- var nexTT = damageTooltip("nex", nex);
- var mn = damageValue(flattened[game_id], "minstanex");
- var mnTT = damageTooltip("minstanex", mn);
+ var mg = damageValue(flattened[game_id], "machinegun");
+ var mgTT = damageTooltip("machinegun", mg);
+ var vortex = damageValue(flattened[game_id], "vortex");
+ var vortexTT = damageTooltip("vortex", vortex);
+ var mn = damageValue(flattened[game_id], "vaporizer");
+ var mnTT = damageTooltip("vaporizer", mn);
var rifle = damageValue(flattened[game_id], "rifle");
var rifleTT = damageTooltip("rifle", rifle);
- var mortar = damageValue(flattened[game_id], "grenadelauncher");
- var mortarTT = damageTooltip("grenadelauncher", mortar);
+ var mortar = damageValue(flattened[game_id], "mortar");
+ var mortarTT = damageTooltip("mortar", mortar);
var electro = damageValue(flattened[game_id], "electro");
var electroTT = damageTooltip("electro", electro);
var crylink = damageValue(flattened[game_id], "crylink");
var crylinkTT = damageTooltip("crylink", crylink);
var hagar = damageValue(flattened[game_id], "hagar");
var hagarTT = damageTooltip("hagar", hagar);
- var rl = damageValue(flattened[game_id], "rocketlauncher");
- var rlTT = damageTooltip("rocketlauncher", rl);
+ var rl = damageValue(flattened[game_id], "devastator");
+ var rlTT = damageTooltip("devastator", rl);
data.addRow([
game_id.toString(),
sg, sgTT,
- uzi, uziTT,
- nex, nexTT,
+ mg, mgTT,
+ vortex, vortexTT,
rifle, rifleTT,
mortar, mortarTT,
electro, electroTT,