[lint] Replace equality comparisons to singletons
Restrict the values accepted by comparisons with booleans to be actual booleans. Minor breaking of undocumented behaviour in permissions; the value to set bits to must be booleans (as indicated by the type error thrown).
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		@@ -363,7 +363,7 @@ class DiscordWebSocket(websockets.client.WebSocketClientProtocol):
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                return
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					                return
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            if op == self.INVALIDATE_SESSION:
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					            if op == self.INVALIDATE_SESSION:
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                if data == True:
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					                if data is True:
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                    await asyncio.sleep(5.0, loop=self.loop)
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					                    await asyncio.sleep(5.0, loop=self.loop)
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                    await self.close()
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					                    await self.close()
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                    raise ResumeWebSocket(self.shard_id)
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					                    raise ResumeWebSocket(self.shard_id)
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@@ -193,9 +193,9 @@ class Permissions:
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        return bool((self.value >> index) & 1)
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					        return bool((self.value >> index) & 1)
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    def _set(self, index, value):
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					    def _set(self, index, value):
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        if value == True:
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					        if value is True:
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            self.value |= (1 << index)
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					            self.value |= (1 << index)
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        elif value == False:
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					        elif value is False:
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            self.value &= ~(1 << index)
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					            self.value &= ~(1 << index)
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        else:
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					        else:
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            raise TypeError('Value to set for Permissions must be a bool.')
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					            raise TypeError('Value to set for Permissions must be a bool.')
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@@ -298,7 +298,7 @@ class ConnectionState:
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                await self.request_offline_members(guilds)
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					                await self.request_offline_members(guilds)
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            for guild, unavailable in self._ready_state.guilds:
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					            for guild, unavailable in self._ready_state.guilds:
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                if unavailable == False:
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					                if unavailable is False:
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                    self.dispatch('guild_available', guild)
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					                    self.dispatch('guild_available', guild)
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                else:
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					                else:
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                    self.dispatch('guild_join', guild)
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					                    self.dispatch('guild_join', guild)
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@@ -618,7 +618,7 @@ class ConnectionState:
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        self.dispatch('guild_emojis_update', guild, before_emojis, guild.emojis)
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					        self.dispatch('guild_emojis_update', guild, before_emojis, guild.emojis)
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    def _get_create_guild(self, data):
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					    def _get_create_guild(self, data):
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        if data.get('unavailable') == False:
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					        if data.get('unavailable') is False:
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            # GUILD_CREATE with unavailable in the response
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					            # GUILD_CREATE with unavailable in the response
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            # usually means that the guild has become available
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					            # usually means that the guild has become available
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            # and is therefore in the cache
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					            # and is therefore in the cache
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@@ -639,14 +639,14 @@ class ConnectionState:
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            except asyncio.TimeoutError:
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					            except asyncio.TimeoutError:
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                log.info('Somehow timed out waiting for chunks.')
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					                log.info('Somehow timed out waiting for chunks.')
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        if unavailable == False:
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					        if unavailable is False:
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            self.dispatch('guild_available', guild)
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					            self.dispatch('guild_available', guild)
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        else:
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					        else:
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            self.dispatch('guild_join', guild)
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					            self.dispatch('guild_join', guild)
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    def parse_guild_create(self, data):
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					    def parse_guild_create(self, data):
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        unavailable = data.get('unavailable')
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					        unavailable = data.get('unavailable')
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        if unavailable == True:
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					        if unavailable is True:
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            # joined a guild with unavailable == True so..
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					            # joined a guild with unavailable == True so..
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            return
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					            return
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@@ -654,7 +654,7 @@ class ConnectionState:
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        # check if it requires chunking
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					        # check if it requires chunking
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        if guild.large:
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					        if guild.large:
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            if unavailable == False:
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					            if unavailable is False:
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                # check if we're waiting for 'useful' READY
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					                # check if we're waiting for 'useful' READY
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                # and if we are, we don't want to dispatch any
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					                # and if we are, we don't want to dispatch any
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                # event such as guild_join or guild_available
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					                # event such as guild_join or guild_available
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@@ -678,7 +678,7 @@ class ConnectionState:
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                return
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					                return
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        # Dispatch available if newly available
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					        # Dispatch available if newly available
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        if unavailable == False:
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					        if unavailable is False:
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            self.dispatch('guild_available', guild)
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					            self.dispatch('guild_available', guild)
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        else:
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					        else:
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            self.dispatch('guild_join', guild)
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					            self.dispatch('guild_join', guild)
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@@ -946,14 +946,14 @@ class AutoShardedConnectionState(ConnectionState):
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                await self.request_offline_members(sub_guilds, shard_id=shard_id)
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					                await self.request_offline_members(sub_guilds, shard_id=shard_id)
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                for guild, unavailable in zip(sub_guilds, sub_available):
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					                for guild, unavailable in zip(sub_guilds, sub_available):
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                    if unavailable == False:
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					                    if unavailable is False:
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                        self.dispatch('guild_available', guild)
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					                        self.dispatch('guild_available', guild)
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                    else:
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					                    else:
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                        self.dispatch('guild_join', guild)
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					                        self.dispatch('guild_join', guild)
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                self.dispatch('shard_ready', shard_id)
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					                self.dispatch('shard_ready', shard_id)
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        else:
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					        else:
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            for guild, unavailable in self._ready_state.guilds:
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					            for guild, unavailable in self._ready_state.guilds:
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                if unavailable == False:
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					                if unavailable is False:
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                    self.dispatch('guild_available', guild)
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					                    self.dispatch('guild_available', guild)
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                else:
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					                else:
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                    self.dispatch('guild_join', guild)
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					                    self.dispatch('guild_join', guild)
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