fix: non-following pokemon using slide-in battle animation
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@ -2198,17 +2198,24 @@ static void PlayerHandleSwitchInAnim(void)
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gBattlerControllerFuncs[gActiveBattler] = SwitchIn_TryShinyAnimShowHealthbox;
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}
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// In normal singles, if follower pokemon is out, have it slide in instead of being thrown
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// In normal singles, if follower pokemon exists,
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// and the pokemon following is being sent out,
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// have it slide in instead of being thrown
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static bool8 ShouldDoSlideInAnim(void) {
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struct ObjectEvent *followerObj = GetFollowerObject();
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if (!followerObj || followerObj->invisible)
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return FALSE;
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if (gBattleTypeFlags & (
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BATTLE_TYPE_LINK | BATTLE_TYPE_DOUBLE | BATTLE_TYPE_FRONTIER | BATTLE_TYPE_FIRST_BATTLE |
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BATTLE_TYPE_SAFARI | BATTLE_TYPE_WALLY_TUTORIAL | BATTLE_TYPE_EREADER_TRAINER | BATTLE_TYPE_TWO_OPPONENTS |
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BATTLE_TYPE_INGAME_PARTNER | BATTLE_TYPE_RECORDED | BATTLE_TYPE_TRAINER_HILL)
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)
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return FALSE;
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if (GetFirstLiveMon() != &gPlayerParty[gBattlerPartyIndexes[gActiveBattler]])
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return FALSE;
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return TRUE;
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}
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