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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@@ -12,7 +12,7 @@
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const double CustomLevelSource::SNOW_SCALE = 0.3;
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const double CustomLevelSource::SNOW_CUTOFF = 0.5;
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CustomLevelSource::CustomLevelSource(Level *level, __int64 seed, bool generateStructures) : generateStructures( generateStructures )
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CustomLevelSource::CustomLevelSource(Level *level, int64_t seed, bool generateStructures) : generateStructures( generateStructures )
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{
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#ifdef _OVERRIDE_HEIGHTMAP
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m_XZSize = level->getLevelData()->getXZSize();
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@@ -326,7 +326,7 @@ void CustomLevelSource::buildSurfaces(int xOffs, int zOffs, byteArray blocks, Bi
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run = runDepth;
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if (y >= waterHeight - 1) blocks[offs] = top;
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else blocks[offs] = material;
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}
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}
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else if (run > 0)
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{
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run--;
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@@ -399,7 +399,7 @@ LevelChunk *CustomLevelSource::getChunk(int xOffs, int zOffs)
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// addCaves(xOffs, zOffs, blocks);
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// addTowns(xOffs, zOffs, blocks);
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// levelChunk->recalcHeightmap(); // 4J - removed & moved into its own method
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// levelChunk->recalcHeightmap(); // 4J - removed & moved into its own method
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// 4J - this now creates compressed block data from the blocks array passed in, so moved it until after the blocks are actually finalised. We also
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// now need to free the passed in blocks as the LevelChunk doesn't use the passed in allocation anymore.
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@@ -504,8 +504,8 @@ void CustomLevelSource::postProcess(ChunkSource *parent, int xt, int zt)
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}
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pprandom->setSeed(level->getSeed());
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__int64 xScale = pprandom->nextLong() / 2 * 2 + 1;
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__int64 zScale = pprandom->nextLong() / 2 * 2 + 1;
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int64_t xScale = pprandom->nextLong() / 2 * 2 + 1;
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int64_t zScale = pprandom->nextLong() / 2 * 2 + 1;
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pprandom->setSeed(((xt * xScale) + (zt * zScale)) ^ level->getSeed());
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bool hasVillage = false;
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