Remove all MSVC __int64 (#742)

This commit is contained in:
void_17
2026-03-07 03:31:30 +07:00
committed by GitHub
parent 175fc3824e
commit 988e3042e0
277 changed files with 3672 additions and 3684 deletions

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@@ -207,7 +207,7 @@ void ServerLevel::tick()
if (getGameRules()->getBoolean(GameRules::RULE_DAYLIGHT))
{
// skip time until new day
__int64 newTime = levelData->getDayTime() + TICKS_PER_DAY;
int64_t newTime = levelData->getDayTime() + TICKS_PER_DAY;
// 4J : WESTY : Changed so that time update goes through stats tracking update code.
//levelData->setTime(newTime - (newTime % TICKS_PER_DAY));
@@ -248,7 +248,7 @@ void ServerLevel::tick()
//4J - temporarily disabling saves as they are causing gameplay to generally stutter quite a lot
__int64 time = levelData->getGameTime() + 1;
int64_t time = levelData->getGameTime() + 1;
// 4J Stu - Putting this back in, but I have reduced the number of chunks that save when not forced
#ifdef _LARGE_WORLDS
if (time % (saveInterval) == (dimension->id + 1))
@@ -1232,9 +1232,9 @@ EntityTracker *ServerLevel::getTracker()
return tracker;
}
void ServerLevel::setTimeAndAdjustTileTicks(__int64 newTime)
void ServerLevel::setTimeAndAdjustTileTicks(int64_t newTime)
{
__int64 delta = newTime - levelData->getGameTime();
int64_t delta = newTime - levelData->getGameTime();
// 4J - can't directly adjust m_delay in a set as it has a const interator, since changing values in here might change the ordering of the elements in the set.
// Instead move to a vector, do the adjustment, put back in the set.
vector<TickNextTickData> temp;