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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@@ -9,10 +9,10 @@ class LoginPacket : public Packet, public enable_shared_from_this<LoginPacket>
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public:
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int clientVersion;
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wstring userName;
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__int64 seed;
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int64_t seed;
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char dimension;
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PlayerUID m_offlineXuid, m_onlineXuid; // 4J Added
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char difficulty; // 4J Added
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char difficulty; // 4J Added
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bool m_friendsOnlyUGC; // 4J Added
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DWORD m_ugcPlayersVersion; // 4J Added
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INT m_multiplayerInstanceId; //4J Added for sentient
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@@ -31,7 +31,7 @@ public:
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BYTE maxPlayers;
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LoginPacket();
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LoginPacket(const wstring& userName, int clientVersion, LevelType *pLevelType, __int64 seed, int gameType, char dimension, BYTE mapHeight, BYTE maxPlayers, char difficulty, INT m_multiplayerInstanceId, BYTE playerIndex, bool newSeaLevel, unsigned int uiGamePrivileges, int xzSize, int hellScale); // Server -> Client
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LoginPacket(const wstring& userName, int clientVersion, LevelType *pLevelType, int64_t seed, int gameType, char dimension, BYTE mapHeight, BYTE maxPlayers, char difficulty, INT m_multiplayerInstanceId, BYTE playerIndex, bool newSeaLevel, unsigned int uiGamePrivileges, int xzSize, int hellScale); // Server -> Client
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LoginPacket(const wstring& userName, int clientVersion, PlayerUID offlineXuid, PlayerUID onlineXuid, bool friendsOnlyUGC, DWORD ugcPlayersVersion, DWORD skinId, DWORD capeId, bool isGuest); // Client -> Server
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virtual void read(DataInputStream *dis);
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