Fix spelling mistake in var name

Unused after assignment, but if I rework the validation check to return the teamlock result instead of a bool I can spit out the Species-PID generated list as extra info. Helps identify the as-generated conditions if there are multiple teamlocks possible for an encounter (multiple shadow mons, seen vs unseen).
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Kurt 2018-10-30 09:21:32 -07:00 committed by GitHub
parent 908c98b876
commit bc788beef0
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@ -6,7 +6,7 @@ namespace PKHeX.Core
/// Contains various Colosseum/XD 'wait for value' logic related to PKM generation.
/// </summary>
/// <remarks>
/// When generating a Trainer Team, the game must generate PID values that match the programmed team specificiations.
/// When generating a Trainer Team, the game must generate PID values that match the programmed team specifications.
/// The game is 'locked' into a PID generating loop until a valid PID is created, after which the routine is unlocked and proceeds to generate the next member.
/// These locks cause the <see cref="PKM.PID"/> of the current <see cref="PKM"/> to be rerolled until the requisite lock is satisfied.
/// This locking is the same as Method H/J/K and Gen3 Cute Charm by extension, with the additional restriction of not allowing shinies.
@ -18,7 +18,7 @@ namespace PKHeX.Core
public readonly uint OriginSeed;
public readonly bool Valid;
internal readonly TeamLock Specificiations;
internal readonly TeamLock Specifications;
private int OriginFrame;
private int RCSV = NOT_FORCED;
@ -32,7 +32,7 @@ namespace PKHeX.Core
internal TeamLockResult(TeamLock teamSpec, uint originSeed, int tsv)
{
Locks = new Stack<NPCLock>((Specificiations = teamSpec).Locks);
Locks = new Stack<NPCLock>((Specifications = teamSpec).Locks);
Team = new Stack<SeedFrame>();
Cache = new FrameCache(RNG.XDRNG.Reverse(originSeed, 2), RNG.XDRNG.Prev);
TSV = tsv;
@ -150,4 +150,4 @@ namespace PKHeX.Core
return true;
}
}
}
}