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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@@ -3582,9 +3582,9 @@ bool TileRenderer::tesselateCrossInWorld( Tile* tt, int x, int y, int z )
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if (tt == Tile::tallgrass)
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{
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__int64 seed = (x * 3129871) ^ (z * 116129781l) ^ (y);
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int64_t seed = (x * 3129871) ^ (z * 116129781l) ^ (y);
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seed = seed * seed * 42317861 + seed * 11;
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xt += ((((seed >> 16) & 0xf) / 15.0f) - 0.5f) * 0.5f;
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yt += ((((seed >> 20) & 0xf) / 15.0f) - 1.0f) * 0.2f;
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zt += ((((seed >> 24) & 0xf) / 15.0f) - 0.5f) * 0.5f;
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@@ -3821,7 +3821,7 @@ bool TileRenderer::tesselateLilypadInWorld(Tile *tt, int x, int y, int z)
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float u1 = tex->getU1(true);
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float v1 = tex->getV1(true);
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__int64 seed = (x * 3129871) ^ (z * 116129781l) ^ (y);
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int64_t seed = (x * 3129871) ^ (z * 116129781l) ^ (y);
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seed = seed * seed * 42317861 + seed * 11;
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int dir = (int) ((seed >> 16) & 0x3);
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@@ -7155,7 +7155,7 @@ void TileRenderer::renderTile( Tile* tile, int data, float brightness, float fAl
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data = Facing::UP;
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}
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tile->updateDefaultShape();
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tile->updateDefaultShape();
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setShape(tile);
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glRotatef(90, 0, 1, 0);
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