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

@@ -71,7 +71,7 @@ private:
bool hasCrashed;
C4JThread::EventQueue* levelTickEventQueue;
static void levelTickUpdateFunc(void* pParam);
static void levelTickThreadInitFunc();
@@ -165,11 +165,11 @@ private:
LevelStorageSource *levelSource;
public:
static const int frameTimes_length = 512;
static __int64 frameTimes[frameTimes_length];
static int64_t frameTimes[frameTimes_length];
static const int tickTimes_length = 512;
static __int64 tickTimes[tickTimes_length];
static int64_t tickTimes[tickTimes_length];
static int frameTimePos;
static __int64 warezTime;
static int64_t warezTime;
private:
int rightClickDelay;
public:
@@ -230,9 +230,9 @@ private:
// String grabHugeScreenshot(File workDir2, int width, int height, int ssWidth, int ssHeight); // 4J - removed
// 4J - per player thing?
__int64 lastTimer;
int64_t lastTimer;
void renderFpsMeter(__int64 tickTime);
void renderFpsMeter(int64_t tickTime);
public:
void stop();
// 4J removed
@@ -253,7 +253,7 @@ public:
//bool isRaining ;
// 4J - Moved to per player
//__int64 lastTickTime;
//int64_t lastTickTime;
private:
// 4J- per player?
@@ -301,7 +301,7 @@ public:
static int maxSupportedTextureSize();
void delayTextureReload();
static __int64 currentTimeMillis();
static int64_t currentTimeMillis();
#ifdef _DURANGO
static void inGameSignInCheckAllPrivilegesCallback(LPVOID lpParam, bool hasPrivileges, int iPad);