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