battle intro: fix issues with follower slide-in and wild shiny mon (#7325)
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@ -2237,9 +2237,7 @@ void BtlController_HandleLoadMonSprite(u32 battler)
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SetBattlerShadowSpriteCallback(battler, species);
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if (IsControllerOpponent(battler)
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&& IsControllerLinkOpponent(battler)
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&& IsControllerRecordedOpponent(battler))
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if (IsControllerOpponent(battler) || IsControllerLinkOpponent(battler) || IsControllerRecordedOpponent(battler))
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gBattlerControllerFuncs[battler] = TryShinyAnimAfterMonAnim;
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else
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gBattlerControllerFuncs[battler] = WaitForMonAnimAfterLoad;
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@ -2919,14 +2917,14 @@ void TrySetBattlerShadowSpriteCallback(u32 battler)
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void TryShinyAnimAfterMonAnim(u32 battler)
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{
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if (gSprites[gBattlerSpriteIds[battler]].callback == SpriteCallbackDummy
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&& gSprites[gBattlerSpriteIds[battler]].x2 == 0)
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if (gSprites[gBattlerSpriteIds[battler]].x2 == 0)
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{
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if (!gBattleSpritesDataPtr->healthBoxesData[battler].triedShinyMonAnim)
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{
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TryShinyAnimation(battler, GetBattlerMon(battler));
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}
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else if (gBattleSpritesDataPtr->healthBoxesData[battler].finishedShinyMonAnim)
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if (gBattleSpritesDataPtr->healthBoxesData[battler].finishedShinyMonAnim)
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{
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gBattleSpritesDataPtr->healthBoxesData[battler].triedShinyMonAnim = FALSE;
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gBattleSpritesDataPtr->healthBoxesData[battler].finishedShinyMonAnim = FALSE;
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@ -1080,8 +1080,11 @@ static void HandleBallAnimEnd(struct Sprite *sprite)
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AnimateSprite(&gSprites[gBattlerSpriteIds[battler]]);
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gSprites[gBattlerSpriteIds[battler]].data[1] = 0x1000;
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}
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else
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{
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gSprites[gBattlerSpriteIds[battler]].invisible = FALSE;
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}
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gSprites[gBattlerSpriteIds[battler]].invisible = FALSE;
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if (sprite->animEnded)
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sprite->invisible = TRUE;
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if (gSprites[gBattlerSpriteIds[battler]].affineAnimEnded)
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