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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@@ -32,7 +32,7 @@ McRegionChunkStorage::McRegionChunkStorage(ConsoleSaveFile *saveFile, const wstr
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m_saveFile->createFile(ConsoleSavePath(L"r.-1.0.mcr"));
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}
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#ifdef SPLIT_SAVES
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ConsoleSavePath currentFile = ConsoleSavePath( m_prefix + wstring( L"entities.dat" ) );
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@@ -45,7 +45,7 @@ McRegionChunkStorage::McRegionChunkStorage(ConsoleSaveFile *saveFile, const wstr
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for(int i = 0; i < count; ++i)
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{
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__int64 index = dis.readLong();
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int64_t index = dis.readLong();
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CompoundTag *tag = NbtIo::read(&dis);
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ByteArrayOutputStream bos;
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@@ -78,7 +78,7 @@ LevelChunk *McRegionChunkStorage::load(Level *level, int x, int z)
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// If we can't find the chunk in the save file, then we should remove any entities we might have for that chunk
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if(regionChunkInputStream == NULL)
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{
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__int64 index = ((__int64)(x) << 32) | (((__int64)(z))&0x00000000FFFFFFFF);
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int64_t index = ((int64_t)(x) << 32) | (((int64_t)(z))&0x00000000FFFFFFFF);
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AUTO_VAR(it, m_entityData.find(index));
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if(it != m_entityData.end())
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@@ -235,7 +235,7 @@ void McRegionChunkStorage::saveEntities(Level *level, LevelChunk *levelChunk)
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{
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#ifdef SPLIT_SAVES
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PIXBeginNamedEvent(0,"Saving entities");
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__int64 index = ((__int64)(levelChunk->x) << 32) | (((__int64)(levelChunk->z))&0x00000000FFFFFFFF);
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int64_t index = ((int64_t)(levelChunk->x) << 32) | (((int64_t)(levelChunk->z))&0x00000000FFFFFFFF);
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delete m_entityData[index].data;
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@@ -269,8 +269,8 @@ void McRegionChunkStorage::saveEntities(Level *level, LevelChunk *levelChunk)
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void McRegionChunkStorage::loadEntities(Level *level, LevelChunk *levelChunk)
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{
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#ifdef SPLIT_SAVES
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__int64 index = ((__int64)(levelChunk->x) << 32) | (((__int64)(levelChunk->z))&0x00000000FFFFFFFF);
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int64_t index = ((int64_t)(levelChunk->x) << 32) | (((int64_t)(levelChunk->z))&0x00000000FFFFFFFF);
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AUTO_VAR(it, m_entityData.find(index));
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if(it != m_entityData.end())
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{
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