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

View File

@@ -10,7 +10,7 @@
// 4J - removal of separate temperature & downfall layers brought forward from 1.2.3
void BiomeSource::_init()
{
{
layer = nullptr;
zoomedLayer = nullptr;
@@ -26,7 +26,7 @@ void BiomeSource::_init()
playerSpawnBiomes.push_back(Biome::jungleHills);
}
void BiomeSource::_init(__int64 seed, LevelType *generator)
void BiomeSource::_init(int64_t seed, LevelType *generator)
{
_init();
@@ -43,7 +43,7 @@ BiomeSource::BiomeSource()
}
// 4J added
BiomeSource::BiomeSource(__int64 seed, LevelType *generator)
BiomeSource::BiomeSource(int64_t seed, LevelType *generator)
{
_init(seed, generator);
}
@@ -271,7 +271,7 @@ void BiomeSource::getBiomeIndexBlock(byteArray& biomeIndices, int x, int z, int
/**
* Checks if an area around a block contains only the specified biomes.
* Useful for placing elements like towns.
*
*
* This is a bit of a rough check, to make it as fast as possible. To ensure
* NO other biomes, add a margin of at least four blocks to the radius
*/
@@ -299,7 +299,7 @@ bool BiomeSource::containsOnly(int x, int z, int r, vector<Biome *> allowed)
/**
* Checks if an area around a block contains only the specified biome.
* Useful for placing elements like towns.
*
*
* This is a bit of a rough check, to make it as fast as possible. To ensure
* NO other biomes, add a margin of at least four blocks to the radius
*/
@@ -327,7 +327,7 @@ bool BiomeSource::containsOnly(int x, int z, int r, Biome *allowed)
/**
* Finds the specified biome within the radius. This will return a random
* position if several are found. This test is fairly rough.
*
*
* Returns null if the biome wasn't found
*/
TilePos *BiomeSource::findBiome(int x, int z, int r, Biome *toFind, Random *random)
@@ -365,7 +365,7 @@ TilePos *BiomeSource::findBiome(int x, int z, int r, Biome *toFind, Random *rand
/**
* Finds one of the specified biomes within the radius. This will return a
* random position if several are found. This test is fairly rough.
*
*
* Returns null if the biome wasn't found
*/
TilePos *BiomeSource::findBiome(int x, int z, int r, vector<Biome *> allowed, Random *random)
@@ -411,13 +411,13 @@ void BiomeSource::update()
// 4J added - find a seed for this biomesource that matches certain criteria
#ifdef __PSVITA__
__int64 BiomeSource::findSeed(LevelType *generator, bool* pServerRunning) // MGH - added pRunning, so we can early out of this on Vita as it can take up to 60 secs
int64_t BiomeSource::findSeed(LevelType *generator, bool* pServerRunning) // MGH - added pRunning, so we can early out of this on Vita as it can take up to 60 secs
#else
__int64 BiomeSource::findSeed(LevelType *generator)
int64_t BiomeSource::findSeed(LevelType *generator)
#endif
{
__int64 bestSeed = 0;
int64_t bestSeed = 0;
ProgressRenderer *mcprogress = Minecraft::GetInstance()->progressRenderer;
mcprogress->progressStage(IDS_PROGRESS_NEW_WORLD_SEED);
@@ -455,7 +455,7 @@ __int64 BiomeSource::findSeed(LevelType *generator)
// Just keeping trying to generate seeds until we find one that matches our criteria
do
{
__int64 seed = pr->nextLong();
int64_t seed = pr->nextLong();
BiomeSource *biomeSource = new BiomeSource(seed,generator);
biomeSource->getRawBiomeIndices(indices, biomeOffset, biomeOffset, biomeWidth, biomeWidth);
@@ -487,7 +487,7 @@ __int64 BiomeSource::findSeed(LevelType *generator)
unsigned int *pixels = new unsigned int[54 * 16 * 54 * 16];
for(int i = 0; i < 54 * 16 * 54 * 16; i++ )
{
{
int id = biomes[i]->id;
// Create following colours:
@@ -563,7 +563,7 @@ void BiomeSource::getFracs(intArray indices, float *fracs)
bool BiomeSource::getIsMatch(float *frac)
{
// A true for a particular biome type here marks it as one that *has* to be present
static const bool critical[Biome::BIOME_COUNT] = {
static const bool critical[Biome::BIOME_COUNT] = {
true, // ocean
true, // plains
true, // desert