Avoid unnecessary viewport redraws for unused tile loop house triggers
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@@ -299,7 +299,9 @@ void RandomizedSpriteGroup::AnalyseCallbacks(AnalyseCallbackOperation &op) const
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{
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op.result_flags |= ACORF_CB_REFIT_CAP_NON_WHITELIST_FOUND;
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if (op.mode == ACOM_CB_VAR) op.callbacks_used |= SGCU_RANDOM_TRIGGER;
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if ((op.mode == ACOM_CB_VAR || op.mode == ACOM_FIND_RANDOM_TRIGGER) && (this->triggers != 0 || this->cmp_mode == RSG_CMP_ALL)) {
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op.callbacks_used |= SGCU_RANDOM_TRIGGER;
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}
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for (const SpriteGroup *group: this->groups) {
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if (group != nullptr) group->AnalyseCallbacks(op);
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