Remove all MSVC __int64 (#742)
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@@ -59,13 +59,13 @@ protected:
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ThreadStorage();
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};
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static DWORD tlsIdxShape;
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public:
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public:
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// Each new thread that needs to use Vec3 pools will need to call one of the following 2 functions, to either create its own
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// local storage, or share the default storage already allocated by the main thread
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static void CreateNewThreadStorage();
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static void ReleaseThreadStorage();
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public:
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public:
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static const int TILE_NUM_COUNT = 4096;
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static const int TILE_NUM_MASK = 0xfff; // 4096 - 1
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static const int TILE_NUM_SHIFT = 12; // 4096 is 12 bits
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@@ -118,7 +118,7 @@ public:
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static SoundType *SOUND_NORMAL;
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static SoundType *SOUND_WOOD;
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static SoundType *SOUND_GRAVEL;
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static SoundType *SOUND_GRASS;
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static SoundType *SOUND_GRASS;
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static SoundType *SOUND_STONE;
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static SoundType *SOUND_METAL;
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static SoundType *SOUND_GLASS;
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@@ -704,7 +704,7 @@ public:
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virtual void playerWillDestroy(Level *level, int x, int y, int z, int data, shared_ptr<Player> player);
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virtual void onRemoving(Level *level, int x, int y, int z, int data);
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virtual void handleRain(Level *level, int x, int y, int z);
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virtual void levelTimeChanged(Level *level, __int64 delta, __int64 newTime);
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virtual void levelTimeChanged(Level *level, int64_t delta, int64_t newTime);
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virtual bool useOwnCloneData();
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virtual bool canInstantlyTick();
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virtual bool dropFromExplosion(Explosion *explosion);
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@@ -719,7 +719,7 @@ protected:
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public:
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virtual void registerIcons(IconRegister *iconRegister);
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virtual wstring getTileItemIconName();
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virtual wstring getTileItemIconName();
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// AP - added this function so we can generate the faceFlags for a block in a single fast function
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int getFaceFlags(LevelSource *level, int x, int y, int z);
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