Remove all MSVC __int64 (#742)
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@@ -26,7 +26,7 @@ static PerlinNoise_DataIn g_depthNoise_SPU __attribute__((__aligned__(16)));
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const double RandomLevelSource::SNOW_SCALE = 0.3;
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const double RandomLevelSource::SNOW_CUTOFF = 0.5;
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RandomLevelSource::RandomLevelSource(Level *level, __int64 seed, bool generateStructures) : generateStructures( generateStructures )
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RandomLevelSource::RandomLevelSource(Level *level, int64_t seed, bool generateStructures) : generateStructures( generateStructures )
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{
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m_XZSize = level->getLevelData()->getXZSize();
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#ifdef _LARGE_WORLDS
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@@ -166,9 +166,9 @@ float RandomLevelSource::getHeightFalloff(int xxx, int zzz, int* pEMin)
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float comp = 0.0f;
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int emin = getMinDistanceToEdge(xxx, zzz, worldSize, falloffStart);
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// check if we have a larger world that should have moats
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int expandedWorldSizes[3] = {LEVEL_WIDTH_CLASSIC*16,
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LEVEL_WIDTH_SMALL*16,
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LEVEL_WIDTH_MEDIUM*16};
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int expandedWorldSizes[3] = {LEVEL_WIDTH_CLASSIC*16,
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LEVEL_WIDTH_SMALL*16,
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LEVEL_WIDTH_MEDIUM*16};
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bool expandedMoatValues[3] = {m_classicEdgeMoat, m_smallEdgeMoat, m_mediumEdgeMoat};
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for(int i=0;i<3;i++)
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{
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@@ -435,7 +435,7 @@ void RandomLevelSource::buildSurfaces(int xOffs, int zOffs, byteArray blocks, Bi
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run = runDepth;
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if (y >= waterHeight - 1) blocks[offs] = top;
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else blocks[offs] = material;
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}
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}
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else if (run > 0)
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{
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run--;
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@@ -503,7 +503,7 @@ LevelChunk *RandomLevelSource::getChunk(int xOffs, int zOffs)
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// addCaves(xOffs, zOffs, blocks);
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// addTowns(xOffs, zOffs, blocks);
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// levelChunk->recalcHeightmap(); // 4J - removed & moved into its own method
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// levelChunk->recalcHeightmap(); // 4J - removed & moved into its own method
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// 4J - this now creates compressed block data from the blocks array passed in, so moved it until after the blocks are actually finalised. We also
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// now need to free the passed in blocks as the LevelChunk doesn't use the passed in allocation anymore.
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@@ -629,7 +629,7 @@ doubleArray RandomLevelSource::getHeights(doubleArray buffer, int x, int y, int
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if (rdepth < -1) rdepth = -1;
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rdepth = rdepth / 1.4;
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rdepth /= 2;
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}
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}
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else
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{
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if (rdepth > 1) rdepth = 1;
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@@ -766,8 +766,8 @@ void RandomLevelSource::postProcess(ChunkSource *parent, int xt, int zt)
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}
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pprandom->setSeed(level->getSeed());
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__int64 xScale = pprandom->nextLong() / 2 * 2 + 1;
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__int64 zScale = pprandom->nextLong() / 2 * 2 + 1;
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int64_t xScale = pprandom->nextLong() / 2 * 2 + 1;
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int64_t zScale = pprandom->nextLong() / 2 * 2 + 1;
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pprandom->setSeed(((xt * xScale) + (zt * zScale)) ^ level->getSeed());
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bool hasVillage = false;
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