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[MIRROR] Available/availability grammar fixes [MDB IGNORE] (#8484)
* Available/availability grammar fixes (#61753) This PR fixes a few misspellings of the words "availability" and "available" that I could find in the codebase. The only player visibile fix is for the Plexagon HR Core app, where "availability" was misspelled. This PR is a spiritual successor to #53046 * Available/availability grammar fixes Co-authored-by: Arkatos1 <43862960+Arkatos1@users.noreply.github.com>
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@@ -1,4 +1,4 @@
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//max channel is 1024. Only go lower from here, because byond tends to pick the first availiable channel to play sounds on
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//max channel is 1024. Only go lower from here, because byond tends to pick the first available channel to play sounds on
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#define CHANNEL_LOBBYMUSIC 1024
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#define CHANNEL_ADMIN 1023
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#define CHANNEL_VOX 1022
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@@ -165,7 +165,7 @@
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/// Should this fish type show in fish catalog
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var/show_in_catalog = TRUE
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/// Should this fish spawn in random fish cases
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var/availible_in_random_cases = TRUE
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var/available_in_random_cases = TRUE
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/// How rare this fish is in the random cases
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var/random_case_rarity = FISH_RARITY_BASIC
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@@ -290,7 +290,7 @@
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/datum/aquarium_behaviour/fish/auto
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name = "automatic fish"
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desc = "generates fish appearance automatically from component parent appearance"
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availible_in_random_cases = FALSE
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available_in_random_cases = FALSE
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sprite_width = 8
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sprite_height = 8
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show_in_catalog = FALSE
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@@ -73,7 +73,7 @@
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fish_data["temp_max"] = initial(fish_behaviour.required_temperature_max)
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fish_data["icon"] = sanitize_css_class_name("[initial(fish_behaviour.icon)][initial(fish_behaviour.icon_state)]")
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fish_data["color"] = initial(fish_behaviour.color)
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fish_data["source"] = initial(fish_behaviour.availible_in_random_cases) ? "[AQUARIUM_COMPANY] Fish Packs" : "Unknown"
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fish_data["source"] = initial(fish_behaviour.available_in_random_cases) ? "[AQUARIUM_COMPANY] Fish Packs" : "Unknown"
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var/datum/reagent/food_type = initial(fish_behaviour.food)
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if(food_type != /datum/reagent/consumable/nutriment)
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fish_data["feed"] = initial(food_type.name)
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@@ -34,7 +34,7 @@
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var/datum/aquarium_behaviour/fish/fish_behavior = _fish_behavior
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if(required_fluid && initial(fish_behavior.required_fluid_type) != required_fluid)
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continue
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if(initial(fish_behavior.availible_in_random_cases) || !case_fish_only)
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if(initial(fish_behavior.available_in_random_cases) || !case_fish_only)
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chance_table[fish_behavior] = initial(fish_behavior.random_case_rarity)
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probability_table[argkey] = chance_table
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return pickweight(probability_table[argkey])
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@@ -97,7 +97,7 @@
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icon_state = "carp"
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sprite_width = 8
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sprite_height = 8
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availible_in_random_cases = FALSE
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available_in_random_cases = FALSE
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// Saltwater fish below
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@@ -6,7 +6,7 @@ GLOBAL_VAR_INIT(time_last_changed_position, 0)
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filedesc = "Plexagon HR Core"
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category = PROGRAM_CATEGORY_CREW
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program_icon_state = "id"
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extended_desc = "Program for viewing and changing job slot avalibility."
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extended_desc = "Program for viewing and changing job slot availability."
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transfer_access = ACCESS_HEADS
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requires_ntnet = TRUE
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size = 4
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@@ -53,7 +53,7 @@ const ScanSelectionSection = (props, context) => {
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const point_cost = scan_power > 0 ? formatTime(point_scan_eta, "short") : "∞";
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const deep_cost = scan_power > 0 ? formatTime(deep_scan_eta, "short") : "∞";
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const scan_availible = !point_scan_complete || !deep_scan_complete;
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const scan_available = !point_scan_complete || !deep_scan_complete;
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return (
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<Stack vertical fill>
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<Stack.Item grow>
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@@ -84,7 +84,7 @@ const ScanSelectionSection = (props, context) => {
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</LabeledList>
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</Section>
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</Stack.Item>
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{scan_availible && (
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{scan_available && (
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<Stack.Item>
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<Section fill title="Scans">
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{!point_scan_complete && (
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