Remove all MSVC __int64 (#742)
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@@ -207,7 +207,7 @@ void ServerLevel::tick()
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if (getGameRules()->getBoolean(GameRules::RULE_DAYLIGHT))
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{
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// skip time until new day
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__int64 newTime = levelData->getDayTime() + TICKS_PER_DAY;
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int64_t newTime = levelData->getDayTime() + TICKS_PER_DAY;
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// 4J : WESTY : Changed so that time update goes through stats tracking update code.
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//levelData->setTime(newTime - (newTime % TICKS_PER_DAY));
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@@ -248,7 +248,7 @@ void ServerLevel::tick()
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//4J - temporarily disabling saves as they are causing gameplay to generally stutter quite a lot
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__int64 time = levelData->getGameTime() + 1;
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int64_t time = levelData->getGameTime() + 1;
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// 4J Stu - Putting this back in, but I have reduced the number of chunks that save when not forced
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#ifdef _LARGE_WORLDS
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if (time % (saveInterval) == (dimension->id + 1))
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@@ -1232,9 +1232,9 @@ EntityTracker *ServerLevel::getTracker()
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return tracker;
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}
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void ServerLevel::setTimeAndAdjustTileTicks(__int64 newTime)
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void ServerLevel::setTimeAndAdjustTileTicks(int64_t newTime)
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{
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__int64 delta = newTime - levelData->getGameTime();
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int64_t delta = newTime - levelData->getGameTime();
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// 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.
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// Instead move to a vector, do the adjustment, put back in the set.
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vector<TickNextTickData> temp;
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