VarAction2: Remove trivially resolvable deterministic sprite groups
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@@ -282,13 +282,7 @@ void DeterministicSpriteGroup::AnalyseCallbacks(AnalyseCallbackOperation &op) co
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auto check_1A_range = [&]() -> bool {
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if (this->adjusts.size() == 1 && this->adjusts[0].variable == 0x1A) {
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/* Not clear why some GRFs do this, perhaps a way of commenting out a branch */
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uint32 value = 0;
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switch (this->size) {
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case DSG_SIZE_BYTE: value = EvalAdjustT<uint8, int8> (this->adjusts[0], nullptr, 0, UINT_MAX); break;
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case DSG_SIZE_WORD: value = EvalAdjustT<uint16, int16>(this->adjusts[0], nullptr, 0, UINT_MAX); break;
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case DSG_SIZE_DWORD: value = EvalAdjustT<uint32, int32>(this->adjusts[0], nullptr, 0, UINT_MAX); break;
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default: NOT_REACHED();
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}
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uint32 value = EvaluateDeterministicSpriteGroupAdjust(this->size, this->adjusts[0], nullptr, 0, UINT_MAX);
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for (const auto &range : this->ranges) {
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if (range.low <= value && value <= range.high) {
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if (range.group != nullptr) range.group->AnalyseCallbacks(op);
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