Make uniformly ES5

pull/5/head
RHY3756547 2018-03-25 23:41:51 +01:00
parent a468a7b189
commit 52fba675e8
2 changed files with 12 additions and 12 deletions

View File

@ -38,7 +38,7 @@ window.spa = function(input) {
offset += 24;
if (version == "12_1") {
t.particles = [];
for (let i=0; i<particleCount; i++) {
for (var i=0; i<particleCount; i++) {
t.particles[i] = readParticle(view, offset);
t.particles[i].parent = t;
offset = t.particles[i].nextOff;
@ -47,14 +47,14 @@ window.spa = function(input) {
offset = firstTexOffset;
t.particleTextures = [];
for (let i=0; i<particleTexCount; i++) {
for (var i=0; i<particleTexCount; i++) {
t.particleTextures[i] = readParticleTexture(view, offset);
offset = t.particleTextures[i].nextOff;
}
//window.debugParticle = true;
if (window.debugParticle) {
for (let i=0; i<particleCount; i++) {
for (var i=0; i<particleCount; i++) {
var text = document.createElement("textarea");
var p = t.particles[i];
p.parent = null;
@ -272,7 +272,7 @@ window.spa = function(input) {
if ((obj.flag & ParticleFlags.TextureAnimation) != 0)
{
var textures = [];
for (let i=0; i<8; i++) textures[i] = view.getUint8(off+i);
for (var i=0; i<8; i++) textures[i] = view.getUint8(off+i);
obj.texAnim = {
textures: textures,
frames: view.getUint8(off+8),
@ -284,7 +284,7 @@ window.spa = function(input) {
if ((obj.flag & ParticleFlags.Bit16) != 0)
{
obj.Bit16 = [];
for (let i=0; i<20; i++) obj.Bit16[i] = view.getUint8(off+i);
for (var i=0; i<20; i++) obj.Bit16[i] = view.getUint8(off+i);
off += 20;
}
if ((obj.flag & ParticleFlags.Gravity) != 0)
@ -308,31 +308,31 @@ window.spa = function(input) {
{
//seems to be 4 int 16s typically in some kind of pattern.
obj.Bit25 = [];
for (let i=0; i<8; i++) obj.Bit25[i] = view.getUint8(off+i);
for (var i=0; i<8; i++) obj.Bit25[i] = view.getUint8(off+i);
off += 8;
}
if ((obj.flag & ParticleFlags.Bit26) != 0)
{
obj.Bit26 = [];
for (let i=0; i<16; i++) obj.Bit26[i] = view.getUint8(off+i);
for (var i=0; i<16; i++) obj.Bit26[i] = view.getUint8(off+i);
off += 16;
}
if ((obj.flag & ParticleFlags.Bit27) != 0)
{
obj.Bit27 = [];
for (let i=0; i<4; i++) obj.Bit27[i] = view.getUint8(off+i);
for (var i=0; i<4; i++) obj.Bit27[i] = view.getUint8(off+i);
off += 4;
}
if ((obj.flag & ParticleFlags.Bit28) != 0)
{
obj.Bit28 = [];
for (let i=0; i<8; i++) obj.Bit28[i] = view.getUint8(off+i);
for (var i=0; i<8; i++) obj.Bit28[i] = view.getUint8(off+i);
off += 8;
}
if ((obj.flag & ParticleFlags.Bit29) != 0)
{
obj.Bit29 = [];
for (let i=0; i<16; i++) obj.Bit29[i] = view.getUint8(off+i);
for (var i=0; i<16; i++) obj.Bit29[i] = view.getUint8(off+i);
off += 16;
}

View File

@ -88,8 +88,8 @@ window.NitroParticle = function(scene, emitter, pos, vel, dir, dirVel, duration,
function draw(view, pMatrix, gl) {
var particlePct = t.time / t.duration;
let pos = t.pos;
let vel = t.vel;
var pos = t.pos;
var vel = t.vel;
if (t.attached != null) {
pos = vec3.transformMat4([], pos, t.attached.mat);