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

@@ -7,7 +7,7 @@
#include "BiomeSource.h"
#include "HellRandomLevelSource.h"
HellRandomLevelSource::HellRandomLevelSource(Level *level, __int64 seed)
HellRandomLevelSource::HellRandomLevelSource(Level *level, int64_t seed)
{
int xzSize = level->getLevelData()->getXZSize();
int hellScale = level->getLevelData()->getHellScale();
@@ -224,7 +224,7 @@ void HellRandomLevelSource::buildSurfaces(int xOffs, int zOffs, byteArray blocks
if(random->nextInt(16) == 0)
{
top = (byte) Tile::netherStalk_Id;
// Place the nether wart on top of the soul sand
y += 1;
int genDepthMinusOne = Level::genDepthMinusOne; // Take into local int for PS4 as min takes a reference to the const int there and then needs the value to exist for the linker
@@ -430,8 +430,8 @@ void HellRandomLevelSource::postProcess(ChunkSource *parent, int xt, int zt)
// we need to use a separate random - have used the same initialisation code as used in RandomLevelSource::postProcess to make sure this random value
// is consistent for each world generation. Also changed all uses of random here to pprandom.
pprandom->setSeed(level->getSeed());
__int64 xScale = pprandom->nextLong() / 2 * 2 + 1;
__int64 zScale = pprandom->nextLong() / 2 * 2 + 1;
int64_t xScale = pprandom->nextLong() / 2 * 2 + 1;
int64_t zScale = pprandom->nextLong() / 2 * 2 + 1;
pprandom->setSeed(((xt * xScale) + (zt * zScale)) ^ level->getSeed());
netherBridgeFeature->postProcess(level, pprandom, xt, zt);
@@ -497,7 +497,7 @@ void HellRandomLevelSource::postProcess(ChunkSource *parent, int xt, int zt)
}
HeavyTile::instaFall = false;
app.processSchematics(parent->getChunk(xt,zt));
}