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

@@ -9,7 +9,7 @@
#include "net.minecraft.world.level.storage.h"
#include "TheEndLevelRandomLevelSource.h"
TheEndLevelRandomLevelSource::TheEndLevelRandomLevelSource(Level *level, __int64 seed)
TheEndLevelRandomLevelSource::TheEndLevelRandomLevelSource(Level *level, int64_t seed)
{
m_XZSize = END_LEVEL_MIN_WIDTH;
@@ -370,17 +370,17 @@ void TheEndLevelRandomLevelSource::postProcess(ChunkSource *parent, int xt, int
// 4J - added. The original java didn't do any setting of the random seed here, and passes the level random to the biome decorator.
// We'll be running our postProcess in parallel with getChunk etc. so 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.
// used in RandomLevelSource::postProcess to make sure this random value is consistent for each world generation.
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());
Biome *biome = level->getBiome(xo + 16, zo + 16);
biome->decorate(level, pprandom, xo, zo); // 4J - passing pprandom rather than level->random here to make this consistent with our parallel world generation
HeavyTile::instaFall = false;
app.processSchematics(parent->getChunk(xt,zt));
}
@@ -418,4 +418,4 @@ TilePos *TheEndLevelRandomLevelSource::findNearestMapFeature(Level *level, const
{
return NULL;
}