Standardize sprite visibility to boolean
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@@ -451,7 +451,7 @@ static u8 EggHatchCreateMonSprite(u8 a0, u8 switchID, u8 pokeID, u16* speciesLoc
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case 1:
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SetMultiuseSpriteTemplateToPokemon(GetMonSpritePalStruct(mon)->tag, r5);
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spriteID = CreateSprite(&gMultiuseSpriteTemplate, 120, 75, 6);
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gSprites[spriteID].invisible = 1;
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gSprites[spriteID].invisible = TRUE;
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gSprites[spriteID].callback = SpriteCallbackDummy;
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break;
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}
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@@ -808,7 +808,7 @@ static void SpriteCB_Egg_4(struct Sprite* sprite)
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if (!gPaletteFade.active)
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{
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PlaySE(SE_TAMAGO);
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sprite->invisible = 1;
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sprite->invisible = TRUE;
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sprite->callback = SpriteCB_Egg_5;
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sprite->data[0] = 0;
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}
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@@ -818,7 +818,7 @@ static void SpriteCB_Egg_5(struct Sprite* sprite)
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{
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if (sprite->data[0] == 0)
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{
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gSprites[sEggHatchData->pokeSpriteID].invisible = 0;
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gSprites[sEggHatchData->pokeSpriteID].invisible = FALSE;
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StartSpriteAffineAnim(&gSprites[sEggHatchData->pokeSpriteID], 1);
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}
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if (sprite->data[0] == 8)
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