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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@@ -26,7 +26,7 @@ using namespace std;
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// AP - this is a system that works out which chunks actually need to be grouped together via the deferral system when doing chunk::rebuild. Doing this will reduce the number
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// of chunks built in a single group and reduce the chance of seeing through the landscape when digging near the edges/corners of a chunk.
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// I've added another chunk flag to mark a chunk critical so it swipes a bit from the reference count value (goes to 3 bits to 2). This works on Vita because it doesn't have
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// I've added another chunk flag to mark a chunk critical so it swipes a bit from the reference count value (goes to 3 bits to 2). This works on Vita because it doesn't have
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// split screen reference counting.
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#ifdef __PSVITA__
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#define _CRITICAL_CHUNKS
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@@ -203,7 +203,7 @@ public:
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// 4J - added for new render list handling
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// This defines the maximum size of renderable level, must be big enough to cope with actual size of level + view distance at each side
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// so that we can render the "infinite" sea at the edges
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static const int MAX_LEVEL_RENDER_SIZE[3];
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static const int MAX_LEVEL_RENDER_SIZE[3];
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static const int DIMENSION_OFFSETS[3];
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// This is the TOTAL area of columns of chunks to be allocated for render round the players. So for one player, it would be a region of
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// sqrt(PLAYER_RENDER_AREA) x sqrt(PLAYER_RENDER_AREA)
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@@ -258,7 +258,7 @@ public:
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XLockFreeStack<int> dirtyChunksLockFreeStack;
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bool dirtyChunkPresent;
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__int64 lastDirtyChunkFound;
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int64_t lastDirtyChunkFound;
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static const int FORCE_DIRTY_CHUNK_CHECK_PERIOD_MS = 250;
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#ifdef _LARGE_WORLDS
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