PEP8 cleanup of the entire codebase. Unchanged are many cases of too-long lines, partly because of the rewrite they would require but also because splitting many lines up would make the code harder to read. Also the third-party libraries (idmapper, prettytable etc) were not cleaned.

This commit is contained in:
Griatch 2013-11-14 19:31:17 +01:00
parent 30b7d2a405
commit 1ae17bcbe4
154 changed files with 5613 additions and 4054 deletions

View file

@ -17,20 +17,22 @@
# automatically be made available for each block. Observe
# that changes to these variables made in one block is not
# preserved between blocks!)
# #CODE (infotext) [objname, objname, ...] - This designates a code block that will be executed like a
# stand-alone piece of code together with any #HEADER
# defined.
# infotext is a describing text about what goes in in this block. It will be
# shown by the batchprocessing command.
# <objname>s mark the (variable-)names of objects created in the code,
# and which may be auto-deleted by the processor if desired (such as when
# debugging the script). E.g., if the code contains the command
# myobj = create.create_object(...), you could put 'myobj' in the #CODE header
# regardless of what the created object is actually called in-game.
# #INSERT filename - this includes another code batch file. The named file will be loaded and
# run at this point. Note that code from the inserted file will NOT share #HEADERs
# with the importing file, but will only use the headers in the importing file.
# make sure to not create a cyclic import here!
# #CODE (infotext) [objname, objname, ...] - This designates a code block that
# will be executed like a stand-alone piece of code together with
# any #HEADER defined.
# infotext is a describing text about what goes in in this block.
# It will be shown by the batchprocessing command.
# <objname>s mark the (variable-)names of objects created in
# the code, and which may be auto-deleted by the processor if
# desired (such as when debugging the script). E.g., if the code
# contains the command myobj = create.create_object(...), you could
# put 'myobj' in the #CODE header regardless of what the created
# object is actually called in-game.
# #INSERT filename - this includes another code batch file. The named file will
# be loaded and run at this point. Note that code from the inserted
# file will NOT share #HEADERs with the importing file, but will
# only use the headers in the importing file. Make sure to not
# create a cyclic import here!
# The following variable is automatically made available for the script: