Standardize sprite visibility to boolean
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@@ -974,13 +974,13 @@ u8 CreateBattlerHealthboxSprites(u8 battlerId)
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gSprites[healthboxLeftSpriteId].hMain_HealthBarSpriteId = healthbarSpriteId;
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gSprites[healthboxLeftSpriteId].hMain_Battler = battlerId;
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gSprites[healthboxLeftSpriteId].invisible = 1;
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gSprites[healthboxLeftSpriteId].invisible = TRUE;
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gSprites[healthboxRightSpriteId].invisible = 1;
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gSprites[healthboxRightSpriteId].invisible = TRUE;
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healthBarSpritePtr->hBar_HealthBoxSpriteId = healthboxLeftSpriteId;
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healthBarSpritePtr->hBar_Data6 = data6;
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healthBarSpritePtr->invisible = 1;
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healthBarSpritePtr->invisible = TRUE;
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return healthboxLeftSpriteId;
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}
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@@ -1058,16 +1058,16 @@ void SetBattleBarStruct(u8 battlerId, u8 healthboxSpriteId, s32 maxVal, s32 oldV
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void SetHealthboxSpriteInvisible(u8 healthboxSpriteId)
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{
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gSprites[healthboxSpriteId].invisible = 1;
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gSprites[gSprites[healthboxSpriteId].hMain_HealthBarSpriteId].invisible = 1;
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gSprites[gSprites[healthboxSpriteId].oam.affineParam].invisible = 1;
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gSprites[healthboxSpriteId].invisible = TRUE;
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gSprites[gSprites[healthboxSpriteId].hMain_HealthBarSpriteId].invisible = TRUE;
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gSprites[gSprites[healthboxSpriteId].oam.affineParam].invisible = TRUE;
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}
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void SetHealthboxSpriteVisible(u8 healthboxSpriteId)
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{
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gSprites[healthboxSpriteId].invisible = 0;
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gSprites[gSprites[healthboxSpriteId].hMain_HealthBarSpriteId].invisible = 0;
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gSprites[gSprites[healthboxSpriteId].oam.affineParam].invisible = 0;
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gSprites[healthboxSpriteId].invisible = FALSE;
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gSprites[gSprites[healthboxSpriteId].hMain_HealthBarSpriteId].invisible = FALSE;
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gSprites[gSprites[healthboxSpriteId].oam.affineParam].invisible = FALSE;
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}
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static void UpdateSpritePos(u8 spriteId, s16 x, s16 y)
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