Standardize sprite visibility to boolean
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@@ -412,8 +412,8 @@ void sub_8035D74(u8 taskId)
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gPlttBufferUnfaded[palId * 16 + 0x10F] = gPlttBufferFaded[palId * 16 + 0x10F] = 0x7FFF;
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gBattleStruct->field_7D = CreateSprite(&gUnknown_0831A9D0, 111, 80, 0);
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gBattleStruct->field_7E = CreateSprite(&gUnknown_0831A9E8, 129, 80, 0);
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gSprites[gBattleStruct->field_7D].invisible = 1;
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gSprites[gBattleStruct->field_7E].invisible = 1;
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gSprites[gBattleStruct->field_7D].invisible = TRUE;
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gSprites[gBattleStruct->field_7E].invisible = TRUE;
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gTasks[taskId].data[0]++;
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break;
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case 2:
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@@ -444,8 +444,8 @@ void sub_8035D74(u8 taskId)
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PlaySE(SE_W231);
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DestroyTask(taskId);
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gSprites[gBattleStruct->field_7D].invisible = 0;
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gSprites[gBattleStruct->field_7E].invisible = 0;
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gSprites[gBattleStruct->field_7D].invisible = FALSE;
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gSprites[gBattleStruct->field_7E].invisible = FALSE;
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gSprites[gBattleStruct->field_7E].oam.tileNum += 0x40;
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gSprites[gBattleStruct->field_7D].data[0] = 0;
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gSprites[gBattleStruct->field_7E].data[0] = 1;
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