Use int64_t instead of long long

This commit is contained in:
2026-01-25 23:07:44 +01:00
parent 1e8e7691b9
commit b34be18992
2 changed files with 2 additions and 2 deletions

View File

@@ -542,7 +542,7 @@ void Unit::SendMonsterMove(float NewPosX, float NewPosY, float NewPosZ, uint32 T
data << uint8(0); // new in 3.1
data << GetPositionX() << GetPositionY() << GetPositionZ();
data << GameTime::GetGameTimeMS().count();
data << static_cast<int64_t>(GameTime::GetGameTimeMS().count());
data << uint8(0);
data << uint32(sf);
data << TransitTime; // Time in between points

View File

@@ -94,7 +94,7 @@ InstanceSave* InstanceSaveMgr::AddInstanceSave(uint32 mapId, uint32 instanceId,
}
else
{
resetTime = GameTime::GetGameTime().count() + static_cast<long long>(3) * DAY; // normals expire after 3 days even if someone is still bound to them, cleared on startup
resetTime = GameTime::GetGameTime().count() + static_cast<int64_t>(3) * DAY; // normals expire after 3 days even if someone is still bound to them, cleared on startup
extendedResetTime = 0;
}
InstanceSave* save = new InstanceSave(mapId, instanceId, difficulty, resetTime, extendedResetTime);