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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@@ -102,13 +102,13 @@ public:
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unordered_map<TilePos, shared_ptr<TileEntity>, TilePosKeyHash, TilePosKeyEq> tileEntities;
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vector<shared_ptr<Entity> > **entityBlocks;
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static const int sTerrainPopulatedFromHere = 2;
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static const int sTerrainPopulatedFromW = 4;
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static const int sTerrainPopulatedFromS = 8;
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static const int sTerrainPopulatedFromSW = 16;
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static const int sTerrainPopulatedAllAffecting = 30; // All the post-processing that can actually place tiles in this chunk are complete
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static const int sTerrainPopulatedFromNW = 32;
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static const int sTerrainPopulatedFromNW = 32;
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static const int sTerrainPopulatedFromN = 64;
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static const int sTerrainPopulatedFromNE = 128;
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static const int sTerrainPopulatedFromE = 256;
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@@ -134,8 +134,8 @@ public:
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void stopSharingTilesAndData(); // 4J added
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virtual void reSyncLighting(); // 4J added
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void startSharingTilesAndData(int forceMs = 0); // 4J added
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__int64 lastUnsharedTime; // 4J added
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__int64 lastSaveTime;
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int64_t lastUnsharedTime; // 4J added
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int64_t lastSaveTime;
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bool seenByPlayer;
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#ifdef _LARGE_WORLDS
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@@ -213,7 +213,7 @@ public:
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virtual bool testSetBlocksAndData(byteArray data, int x0, int y0, int z0, int x1, int y1, int z1, int p); // 4J added
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virtual void setCheckAllLight();
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virtual Random *getRandom(__int64 l);
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virtual Random *getRandom(int64_t l);
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virtual bool isEmpty();
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virtual void attemptCompression();
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@@ -238,9 +238,9 @@ public:
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byteArray getBiomes();
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void setBiomes(byteArray biomes);
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bool biomeHasRain(int x, int z); // 4J added
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bool biomeHasSnow(int x, int z); // 4J added
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bool biomeHasSnow(int x, int z); // 4J added
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private:
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void updateBiomeFlags(int x, int z); // 4J added
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void updateBiomeFlags(int x, int z); // 4J added
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public:
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void compressLighting(); // 4J added
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void compressBlocks(); // 4J added
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