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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.
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154 changed files with 5613 additions and 4054 deletions
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@ -17,20 +17,22 @@
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# automatically be made available for each block. Observe
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# that changes to these variables made in one block is not
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# preserved between blocks!)
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# #CODE (infotext) [objname, objname, ...] - This designates a code block that will be executed like a
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# stand-alone piece of code together with any #HEADER
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# defined.
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# infotext is a describing text about what goes in in this block. It will be
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# shown by the batchprocessing command.
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# <objname>s mark the (variable-)names of objects created in the code,
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# and which may be auto-deleted by the processor if desired (such as when
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# debugging the script). E.g., if the code contains the command
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# myobj = create.create_object(...), you could put 'myobj' in the #CODE header
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# regardless of what the created object is actually called in-game.
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# #INSERT filename - this includes another code batch file. The named file will be loaded and
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# run at this point. Note that code from the inserted file will NOT share #HEADERs
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# with the importing file, but will only use the headers in the importing file.
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# make sure to not create a cyclic import here!
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# #CODE (infotext) [objname, objname, ...] - This designates a code block that
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# will be executed like a stand-alone piece of code together with
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# any #HEADER defined.
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# infotext is a describing text about what goes in in this block.
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# It will be shown by the batchprocessing command.
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# <objname>s mark the (variable-)names of objects created in
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# the code, and which may be auto-deleted by the processor if
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# desired (such as when debugging the script). E.g., if the code
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# contains the command myobj = create.create_object(...), you could
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# put 'myobj' in the #CODE header regardless of what the created
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# object is actually called in-game.
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# #INSERT filename - this includes another code batch file. The named file will
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# be loaded and run at this point. Note that code from the inserted
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# file will NOT share #HEADERs with the importing file, but will
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# only use the headers in the importing file. Make sure to not
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# create a cyclic import here!
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# The following variable is automatically made available for the script:
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