Get rid of MSVC's __int64
Use either int64_t, uint64_t or long long and unsigned long long, defined as per C++11 standard
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@@ -19,7 +19,7 @@ class GrSource
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public:
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// 4J-JEV:
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// Moved all this here; I didn't like that all this header information
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// was being mixed in with all the game information as they have
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// was being mixed in with all the game information as they have
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// completely different lifespans.
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virtual bool requiresTexturePack()=0;
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@@ -146,7 +146,7 @@ public:
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private:
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// This should match the "MapOptionsRule" definition in the XML schema
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__int64 m_seed;
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int64_t m_seed;
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bool m_useFlatWorld;
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Pos *m_spawnPos;
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vector<ApplySchematicRuleDefinition *> m_schematicRules;
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@@ -167,13 +167,13 @@ public:
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~LevelGenerationOptions();
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virtual ConsoleGameRules::EGameRuleType getActionType();
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virtual void writeAttributes(DataOutputStream *dos, UINT numAttributes);
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virtual void getChildren(vector<GameRuleDefinition *> *children);
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virtual GameRuleDefinition *addChild(ConsoleGameRules::EGameRuleType ruleType);
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virtual void addAttribute(const wstring &attributeName, const wstring &attributeValue);
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__int64 getLevelSeed();
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int64_t getLevelSeed();
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Pos *getSpawnPos();
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bool getuseFlatWorld();
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@@ -185,7 +185,7 @@ public:
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private:
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void clearSchematics();
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public:
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public:
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ConsoleSchematicFile *loadSchematicFile(const wstring &filename, PBYTE pbData, DWORD dwLen);
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public:
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@@ -203,7 +203,7 @@ public:
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LPCWSTR getString(const wstring &key);
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unordered_map<wstring, ConsoleSchematicFile *> *getUnfinishedSchematicFiles();
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// 4J-JEV:
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// ApplySchematicRules contain limited state
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// which needs to be reset BEFORE a new game starts.
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