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

@@ -56,13 +56,13 @@ protected:
ThreadStorage();
};
static DWORD tlsIdxShape;
public:
public:
// Each new thread that needs to use Vec3 pools will need to call one of the following 2 functions, to either create its own
// local storage, or share the default storage already allocated by the main thread
static void CreateNewThreadStorage();
static void ReleaseThreadStorage();
public:
public:
static const int TILE_NUM_COUNT = 4096;
static const int TILE_NUM_MASK = 0xfff; // 4096 - 1
static const int TILE_NUM_SHIFT = 12; // 4096 is 12 bits
@@ -87,7 +87,7 @@ public:
float pitch;
SoundType(eMATERIALSOUND_TYPE eMaterialSound, float volume, float pitch, int iBreakSound = -1, int iPlaceSound = -1);
float getVolume() const;
float getPitch() const;
//wstring getBreakSound() const { return breakSound; }
@@ -100,7 +100,7 @@ public:
static SoundType *SOUND_NORMAL;
static SoundType *SOUND_WOOD;
static SoundType *SOUND_GRAVEL;
static SoundType *SOUND_GRASS;
static SoundType *SOUND_GRASS;
static SoundType *SOUND_STONE;
static SoundType *SOUND_METAL;
static SoundType *SOUND_GLASS;
@@ -287,7 +287,7 @@ public:
static const int redstoneLight_Id = 123;
static const int redstoneLight_lit_Id = 124;
static const int woodSlab_Id = 125;
static const int woodSlabHalf_Id = 126;
static const int cocoa_Id = 127;
@@ -456,7 +456,7 @@ public:
static TripWireSourceTile *tripWireSource;
static Tile *tripWire;
static Tile *emeraldBlock;
static Tile *cocoa;
static Tile *skull;
@@ -464,7 +464,7 @@ public:
static Tile *flowerPot;
static Tile *carrots;
static Tile *potatoes;
static Tile *anvil;
static Tile *anvil;
static Tile *netherQuartz;
static Tile *quartzBlock;
static Tile *stairs_quartz;
@@ -636,9 +636,9 @@ public:
virtual void playerWillDestroy(Level *level, int x, int y, int z, int data, shared_ptr<Player> player);
virtual void onRemoving(Level *level, int x, int y, int z, int data);
virtual void handleRain(Level *level, int x, int y, int z);
virtual void levelTimeChanged(Level *level, __int64 delta, __int64 newTime);
virtual void levelTimeChanged(Level *level, int64_t delta, int64_t newTime);
virtual void registerIcons(IconRegister *iconRegister);
virtual wstring getTileItemIconName();
virtual wstring getTileItemIconName();
// 4J Using per-item textures now
Tile *setTextureName(const wstring &name);
// AP - added this function so we can generate the faceFlags for a block in a single fast function