[MIRROR] Removes "availible" mispellings in codebase (#427)

* Removes "availible" mispellings in codebase (#53046)

* AVAILABLE

* Rebuild tgui

Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>

* Removes "availible" mispellings in codebase

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
This commit is contained in:
SkyratBot
2020-08-20 02:14:11 +02:00
committed by GitHub
parent 3ef712a8d4
commit d2778728a5
15 changed files with 52 additions and 52 deletions

View File

@@ -344,7 +344,7 @@
for(var/rec in GLOB.crafting_recipes)
var/datum/crafting_recipe/R = rec
if(!R.always_availible && !(R.type in user?.mind?.learned_recipes)) //User doesn't actually know how to make this.
if(!R.always_available && !(R.type in user?.mind?.learned_recipes)) //User doesn't actually know how to make this.
continue
if((R.category != cur_category) || (R.subcategory != cur_subcategory))
@@ -365,7 +365,7 @@
if(R.name == "") //This is one of the invalid parents that sneaks in
continue
if(!R.always_availible && !(R.type in user?.mind?.learned_recipes)) //User doesn't actually know how to make this.
if(!R.always_available && !(R.type in user?.mind?.learned_recipes)) //User doesn't actually know how to make this.
continue
if(isnull(crafting_recipes[R.category]))

View File

@@ -10,7 +10,7 @@
var/list/chem_catalysts = list() //like tools but for reagents
var/category = CAT_NONE //where it shows up in the crafting UI
var/subcategory = CAT_NONE
var/always_availible = TRUE //Set to FALSE if it needs to be learned first.
var/always_available = TRUE //Set to FALSE if it needs to be learned first.
/// Additonal requirements text shown in UI
var/additional_req_text
@@ -776,7 +776,7 @@
/datum/crafting_recipe/rib
name = "Collosal Rib"
always_availible = FALSE
always_available = FALSE
reqs = list(
/obj/item/stack/sheet/bone = 10,
/datum/reagent/fuel/oil = 5)
@@ -785,7 +785,7 @@
/datum/crafting_recipe/skull
name = "Skull Carving"
always_availible = FALSE
always_available = FALSE
reqs = list(
/obj/item/stack/sheet/bone = 6,
/datum/reagent/fuel/oil = 5)
@@ -794,7 +794,7 @@
/datum/crafting_recipe/halfskull
name = "Cracked Skull Carving"
always_availible = FALSE
always_available = FALSE
reqs = list(
/obj/item/stack/sheet/bone = 3,
/datum/reagent/fuel/oil = 5)
@@ -803,7 +803,7 @@
/datum/crafting_recipe/boneshovel
name = "Serrated Bone Shovel"
always_availible = FALSE
always_available = FALSE
reqs = list(
/obj/item/stack/sheet/bone = 4,
/datum/reagent/fuel/oil = 5,

View File

@@ -1351,24 +1351,24 @@ Traitors and the like can also be revived with the previous role mostly intact.
var/add_or_remove = input("Remove/Add?", "Trait Remove/Add") as null|anything in list("Add","Remove")
if(!add_or_remove)
return
var/list/availible_traits = list()
var/list/available_traits = list()
switch(add_or_remove)
if("Add")
for(var/key in GLOB.traits_by_type)
if(istype(D,key))
availible_traits += GLOB.traits_by_type[key]
available_traits += GLOB.traits_by_type[key]
if("Remove")
if(!GLOB.trait_name_map)
GLOB.trait_name_map = generate_trait_name_map()
for(var/trait in D.status_traits)
var/name = GLOB.trait_name_map[trait] || trait
availible_traits[name] = trait
available_traits[name] = trait
var/chosen_trait = input("Select trait to modify", "Trait") as null|anything in sortList(availible_traits)
var/chosen_trait = input("Select trait to modify", "Trait") as null|anything in sortList(available_traits)
if(!chosen_trait)
return
chosen_trait = availible_traits[chosen_trait]
chosen_trait = available_traits[chosen_trait]
var/source = "adminabuse"
switch(add_or_remove)

View File

@@ -16,7 +16,7 @@
..()
no_coexistance_typecache = typecacheof(no_coexistance_typecache)
/datum/spellbook_entry/proc/IsAvailible() // For config prefs / gamemode restrictions - these are round applied
/datum/spellbook_entry/proc/IsAvailable() // For config prefs / gamemode restrictions - these are round applied
return TRUE
/datum/spellbook_entry/proc/CanBuy(mob/living/carbon/human/user,obj/item/spellbook/book) // Specific circumstances
@@ -478,7 +478,7 @@
desc = "Spook the crew out by making them see dead people. Be warned, ghosts are capricious and occasionally vindicative, and some will use their incredibly minor abilities to frustrate you."
cost = 0
/datum/spellbook_entry/summon/ghosts/IsAvailible()
/datum/spellbook_entry/summon/ghosts/IsAvailable()
if(!SSticker.mode)
return FALSE
else
@@ -496,7 +496,7 @@
name = "Summon Guns"
desc = "Nothing could possibly go wrong with arming a crew of lunatics just itching for an excuse to kill you. There is a good chance that they will shoot each other first."
/datum/spellbook_entry/summon/guns/IsAvailible()
/datum/spellbook_entry/summon/guns/IsAvailable()
if(!SSticker.mode) // In case spellbook is placed on map
return FALSE
if(istype(SSticker.mode, /datum/game_mode/dynamic)) // Disable events on dynamic
@@ -515,7 +515,7 @@
name = "Summon Magic"
desc = "Share the wonders of magic with the crew and show them why they aren't to be trusted with it at the same time."
/datum/spellbook_entry/summon/magic/IsAvailible()
/datum/spellbook_entry/summon/magic/IsAvailable()
if(!SSticker.mode) // In case spellbook is placed on map
return FALSE
if(istype(SSticker.mode, /datum/game_mode/dynamic)) // Disable events on dynamic
@@ -537,7 +537,7 @@
limit = 1
var/times = 0
/datum/spellbook_entry/summon/events/IsAvailible()
/datum/spellbook_entry/summon/events/IsAvailable()
if(!SSticker.mode) // In case spellbook is placed on map
return FALSE
if(istype(SSticker.mode, /datum/game_mode/dynamic)) // Disable events on dynamic
@@ -605,7 +605,7 @@
var/entry_types = subtypesof(/datum/spellbook_entry) - /datum/spellbook_entry/item - /datum/spellbook_entry/summon
for(var/T in entry_types)
var/datum/spellbook_entry/E = new T
if(E.IsAvailible())
if(E.IsAvailable())
entries |= E
categories |= E.category
else

View File

@@ -11,15 +11,15 @@ GLOBAL_LIST_EMPTY(gateway_destinations)
/datum/gateway_destination
var/name = "Unknown Destination"
var/wait = 0 /// How long after roundstart this destination becomes active
var/enabled = TRUE /// If disabled, the destination won't be availible
var/enabled = TRUE /// If disabled, the destination won't be available
var/hidden = FALSE /// Will not show on gateway controls at all.
/* Can a gateway link to this destination right now. */
/datum/gateway_destination/proc/is_availible()
/datum/gateway_destination/proc/is_available()
return enabled && (world.time - SSticker.round_start_time >= wait)
/* Returns user-friendly description why you can't connect to this destination, displayed in UI */
/datum/gateway_destination/proc/get_availible_reason()
/datum/gateway_destination/proc/get_available_reason()
. = "Unreachable"
if(world.time - SSticker.round_start_time < wait)
. = "Connection desynchronized. Recalibration in progress."
@@ -52,8 +52,8 @@ GLOBAL_LIST_EMPTY(gateway_destinations)
. = list()
.["ref"] = REF(src)
.["name"] = name
.["availible"] = is_availible()
.["reason"] = get_availible_reason()
.["available"] = is_available()
.["reason"] = get_available_reason()
if(wait)
.["timeout"] = max(1 - (wait - (world.time - SSticker.round_start_time)) / wait, 0)
@@ -72,10 +72,10 @@ GLOBAL_LIST_EMPTY(gateway_destinations)
if(target_gateway.target == deactivated.destination)
target_gateway.deactivate()
/datum/gateway_destination/gateway/is_availible()
/datum/gateway_destination/gateway/is_available()
return ..() && target_gateway.calibrated && !target_gateway.target && target_gateway.powered()
/datum/gateway_destination/gateway/get_availible_reason()
/datum/gateway_destination/gateway/get_available_reason()
. = ..()
if(!target_gateway.calibrated)
. = "Exit gateway malfunction. Manual recalibration required."
@@ -317,7 +317,7 @@ GLOBAL_LIST_EMPTY(gateway_destinations)
/obj/machinery/computer/gateway_control/proc/try_to_connect(datum/gateway_destination/D)
if(!D || !G)
return
if(!D.is_availible() || G.target)
if(!D.is_available() || G.target)
return
G.activate(D)

View File

@@ -162,7 +162,7 @@
/datum/crafting_recipe/food/clowncake
name = "clown cake"
always_availible = FALSE
always_available = FALSE
reqs = list(
/obj/item/reagent_containers/food/snacks/store/cake/plain = 1,
/obj/item/reagent_containers/food/snacks/sundae = 2,
@@ -173,7 +173,7 @@
/datum/crafting_recipe/food/vanillacake
name = "vanilla cake"
always_availible = FALSE
always_available = FALSE
reqs = list(
/obj/item/reagent_containers/food/snacks/store/cake/plain = 1,
/obj/item/reagent_containers/food/snacks/grown/vanillapod = 2

View File

@@ -132,7 +132,7 @@
/datum/crafting_recipe/food/mimetart
name = "Mime tart"
always_availible = FALSE
always_available = FALSE
reqs = list(
/datum/reagent/consumable/milk = 5,
/datum/reagent/consumable/sugar = 5,
@@ -144,7 +144,7 @@
/datum/crafting_recipe/food/berrytart
name = "Berry tart"
always_availible = FALSE
always_available = FALSE
reqs = list(
/datum/reagent/consumable/milk = 5,
/datum/reagent/consumable/sugar = 5,
@@ -156,7 +156,7 @@
/datum/crafting_recipe/food/cocolavatart
name = "Chocolate Lava tart"
always_availible = FALSE
always_available = FALSE
reqs = list(
/datum/reagent/consumable/milk = 5,
/datum/reagent/consumable/sugar = 5,

View File

@@ -72,7 +72,7 @@
var/list/ruins = potentialRuins.Copy()
var/list/forced_ruins = list() //These go first on the z level associated (same random one by default) or if the assoc value is a turf to the specified turf.
var/list/ruins_availible = list() //we can try these in the current pass
var/list/ruins_available = list() //we can try these in the current pass
//Set up the starting ruin list
for(var/key in ruins)
@@ -83,8 +83,8 @@
forced_ruins[R] = -1
if(R.unpickable)
continue
ruins_availible[R] = R.placement_weight
while(budget > 0 && (ruins_availible.len || forced_ruins.len))
ruins_available[R] = R.placement_weight
while(budget > 0 && (ruins_available.len || forced_ruins.len))
var/datum/map_template/ruin/current_pick
var/forced = FALSE
var/forced_z //If set we won't pick z level and use this one instead.
@@ -101,7 +101,7 @@
forced = TRUE
break
else //Otherwise just pick random one
current_pick = pickweight(ruins_availible)
current_pick = pickweight(ruins_available)
var/placement_tries = forced_turf ? 1 : PLACEMENT_TRIES //Only try once if we target specific turf
var/failed_to_place = TRUE
@@ -137,21 +137,21 @@
forced = FALSE
if(failed_to_place)
for(var/datum/map_template/ruin/R in ruins_availible)
for(var/datum/map_template/ruin/R in ruins_available)
if(R.id == current_pick.id)
ruins_availible -= R
ruins_available -= R
log_world("Failed to place [current_pick.name] ruin.")
else
budget -= current_pick.cost
if(!current_pick.allow_duplicates)
for(var/datum/map_template/ruin/R in ruins_availible)
for(var/datum/map_template/ruin/R in ruins_available)
if(R.id == current_pick.id)
ruins_availible -= R
ruins_available -= R
if(current_pick.never_spawn_with)
for(var/blacklisted_type in current_pick.never_spawn_with)
for(var/possible_exclusion in ruins_availible)
for(var/possible_exclusion in ruins_available)
if(istype(possible_exclusion,blacklisted_type))
ruins_availible -= possible_exclusion
ruins_available -= possible_exclusion
if(current_pick.always_spawn_with)
for(var/v in current_pick.always_spawn_with)
for(var/ruin_name in SSmapping.ruins_templates) //Because we might want to add space templates as linked of lava templates.
@@ -171,9 +171,9 @@
if(PLACE_ISOLATED)
forced_ruins[linked] = SSmapping.get_isolated_ruin_z()
//Update the availible list
for(var/datum/map_template/ruin/R in ruins_availible)
//Update the available list
for(var/datum/map_template/ruin/R in ruins_available)
if(R.cost > budget)
ruins_availible -= R
ruins_available -= R
log_world("Ruin loader finished with [budget] left to spend.")

View File

@@ -496,7 +496,7 @@
// Used to make sure that a player has a valid job preference setup, used to knock players out of eligibility for anything if their prefs don't make sense.
// A "valid job preference setup" in this situation means at least having one job set to low, or not having "return to lobby" enabled
// Prevents "antag rolling" by setting antag prefs on, all jobs to never, and "return to lobby if preferences not availible"
// Prevents "antag rolling" by setting antag prefs on, all jobs to never, and "return to lobby if preferences not available"
// Doing so would previously allow you to roll for antag, then send you back to lobby if you didn't get an antag role
// This also does some admin notification and logging as well, as well as some extra logic to make sure things don't go wrong
/mob/dead/new_player/proc/check_preferences()

View File

@@ -361,7 +361,7 @@
/datum/reagent/hellwater/on_mob_life(mob/living/carbon/M)
M.fire_stacks = min(5,M.fire_stacks + 3)
M.IgniteMob() //Only problem with igniting people is currently the commonly availible fire suits make you immune to being on fire
M.IgniteMob() //Only problem with igniting people is currently the commonly available fire suits make you immune to being on fire
M.adjustToxLoss(1, 0)
M.adjustFireLoss(1, 0) //Hence the other damages... ain't I a bastard?
M.adjustOrganLoss(ORGAN_SLOT_BRAIN, 5, 150)

View File

@@ -250,7 +250,7 @@
desc = "You put your right leg in, your right leg out. In, out, in, out, \
shake it all about. And apparently then it detaches.\n\
The hokey pokey has certainly changed a lot since space colonisation."
// alternative spellings of 'pokey' are availible
// alternative spellings of 'pokey' are available
icon_state = "default_human_r_leg"
attack_verb_continuous = list("kicks", "stomps")
attack_verb_simple = list("kick", "stomp")

View File

@@ -258,7 +258,7 @@ commit, while escape cancels.
**Props:**
- See inherited props: [Box](#box)
- `fluid`: fill availible horizontal space
- `fluid`: fill available horizontal space
- `onCommit: (e, value) => void`: function that is called after the user
defocuses the input or presses enter
- `currentValue: string`: default string to display when the input is shown

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@@ -66,7 +66,7 @@ const GatewayContent = (props, context) => {
<Section
key={dest.ref}
title={dest.name}>
{dest.availible && (
{dest.available && (
<Button
fluid
onClick={() => act('activate', {

View File

@@ -243,7 +243,7 @@ export const StatusPane = (props, context) => {
<Grid.Column size={0.85}>
<LabeledList>
<LabeledList.Item
label="TC Availible"
label="TC Available"
buttons={(
<Button
content="Claim"
@@ -305,7 +305,7 @@ const ContractsTab = (props, context) => {
return (
<Fragment>
<Section
title="Availible Contracts"
title="Available Contracts"
buttons={(
<Button
content="Call Extraction"

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