Remove hideous inline tab indentation, and bans it in contributing guidelines (#56912)

Done using this command sed -Ei 's/(\s*\S+)\s*\t+/\1 /g' code/**/*.dm

We have countless examples in the codebase with this style gone wrong, and defines and such being on hideously different levels of indentation. Fixing this to keep the alignment involves tainting the blames of code your PR doesn't need to be touching at all. And ultimately, it's hideous.

There are some files that this sed makes uglier. I can fix these when they are pointed out, but I believe this is ultimately for the greater good of readability. I'm more concerned with if any strings relied on this.

Hi codeowners!

Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
This commit is contained in:
Mothblocks
2021-02-14 16:53:29 -08:00
committed by GitHub
co-authored by Jared-Fogle
parent f2bcf84946
commit 0f435d5dff
894 changed files with 6613 additions and 6601 deletions
@@ -204,7 +204,7 @@
///////////////////////////////////////////////
//FOAM EFFECT DATUM
/datum/effect_system/foam_spread
var/amount = 10 // the size of the foam spread.
var/amount = 10 // the size of the foam spread.
var/obj/chemholder
effect_type = /obj/effect/particle_effect/foam
var/metal = 0
@@ -259,7 +259,7 @@
icon = 'icons/effects/effects.dmi'
icon_state = "metalfoam"
density = TRUE
opacity = TRUE // changed in New()
opacity = TRUE // changed in New()
anchored = TRUE
layer = EDGED_TURF_LAYER
resistance_flags = FIRE_PROOF | ACID_PROOF
@@ -84,10 +84,10 @@
//Reagent-based explosion effect
/datum/effect_system/reagents_explosion
var/amount // TNT equivalent
var/flashing = FALSE // does explosion creates flash effect?
var/flashing_factor = 0 // factor of how powerful the flash effect relatively to the explosion
var/explosion_message = 1 //whether we show a message to mobs.
var/amount // TNT equivalent
var/flashing = FALSE // does explosion creates flash effect?
var/flashing_factor = 0 // factor of how powerful the flash effect relatively to the explosion
var/explosion_message = 1 //whether we show a message to mobs.
/datum/effect_system/reagents_explosion/set_up(amt, loca, flash = FALSE, flash_fact = 0, message = TRUE)
amount = amt