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
This commit is contained in:
void_17
2026-03-02 15:53:32 +07:00
parent d6ec138710
commit d63f79325f
308 changed files with 5371 additions and 5379 deletions

View File

@@ -26,7 +26,7 @@ using namespace std;
// 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
// 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.
// 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
// 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
// split screen reference counting.
#ifdef __PSVITA__
#define _CRITICAL_CHUNKS
@@ -203,7 +203,7 @@ public:
// 4J - added for new render list handling
// This defines the maximum size of renderable level, must be big enough to cope with actual size of level + view distance at each side
// so that we can render the "infinite" sea at the edges
static const int MAX_LEVEL_RENDER_SIZE[3];
static const int MAX_LEVEL_RENDER_SIZE[3];
static const int DIMENSION_OFFSETS[3];
// 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
// sqrt(PLAYER_RENDER_AREA) x sqrt(PLAYER_RENDER_AREA)
@@ -258,7 +258,7 @@ public:
XLockFreeStack<int> dirtyChunksLockFreeStack;
bool dirtyChunkPresent;
__int64 lastDirtyChunkFound;
int64_t lastDirtyChunkFound;
static const int FORCE_DIRTY_CHUNK_CHECK_PERIOD_MS = 250;
#ifdef _LARGE_WORLDS