CI now bans the use of weird spacing in conditionals (#22777)

* no more spaces

* Matthew 10:22

* fixes

* dgamerl review

* Update code/modules/hydroponics/plant_genes.dm

Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>

* Update code/modules/mob/living/simple_animal/bot/ed209bot.dm

* Update code/modules/mob/mob.dm

* Update code/modules/mob/mob.dm

* Update code/modules/mob/mob.dm

* Update code/modules/mob/mob.dm

* Update code/modules/mob/mob.dm

* Update code/modules/pda/PDA.dm

Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>

* fuck

* bah

* Update tools/ci/check_grep2.py

Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>

* oops

* guh

---------

Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>
This commit is contained in:
Contrabang
2023-11-12 15:59:43 -05:00
committed by GitHub
parent 35754c77ea
commit 48d7b00a0d
204 changed files with 562 additions and 544 deletions
+2 -2
View File
@@ -10,13 +10,13 @@
if(IS_DYNAMIC_LIGHTING(src))
cut_overlay(/obj/effect/fullbright)
for (var/turf/T in src)
for(var/turf/T in src)
if(IS_DYNAMIC_LIGHTING(T))
T.lighting_build_overlay()
else
add_overlay(/obj/effect/fullbright)
for (var/turf/T in src)
for(var/turf/T in src)
if(T.lighting_object)
T.lighting_clear_overlay()
+1 -1
View File
@@ -88,7 +88,7 @@
T.reconsider_lights()
/atom/vv_edit_var(var_name, var_value)
switch (var_name)
switch(var_name)
if("light_range")
set_light(l_range=var_value)
return TRUE
+8 -8
View File
@@ -131,14 +131,14 @@
/datum/light_source/proc/remove_lum()
applied = FALSE
var/thing
for (thing in affecting_turfs)
for(thing in affecting_turfs)
var/turf/T = thing
LAZYREMOVE(T.affecting_lights, src)
affecting_turfs = null
var/datum/lighting_corner/C
for (thing in effect_str)
for(thing in effect_str)
C = thing
REMOVE_CORNER(C)
@@ -239,19 +239,19 @@
LAZYINITLIST(affecting_turfs)
var/list/L = turfs - affecting_turfs // New turfs, add us to the affecting lights of them.
affecting_turfs += L
for (thing in L)
for(thing in L)
T = thing
LAZYADD(T.affecting_lights, src)
L = affecting_turfs - turfs // Now-gone turfs, remove us from the affecting lights.
affecting_turfs -= L
for (thing in L)
for(thing in L)
T = thing
LAZYREMOVE(T.affecting_lights, src)
LAZYINITLIST(effect_str)
if(needs_update == LIGHTING_VIS_UPDATE)
for (thing in corners - effect_str) // New corners
for(thing in corners - effect_str) // New corners
C = thing
LAZYADD(C.affecting, src)
if(!C.active)
@@ -260,7 +260,7 @@
APPLY_CORNER(C)
else
L = corners - effect_str
for (thing in L) // New corners
for(thing in L) // New corners
C = thing
LAZYADD(C.affecting, src)
if(!C.active)
@@ -268,7 +268,7 @@
continue
APPLY_CORNER(C)
for (thing in corners - L) // Existing corners
for(thing in corners - L) // Existing corners
C = thing
if(!C.active)
effect_str[C] = 0
@@ -276,7 +276,7 @@
APPLY_CORNER(C)
L = effect_str - corners
for (thing in L) // Old, now gone, corners.
for(thing in L) // Old, now gone, corners.
C = thing
REMOVE_CORNER(C)
LAZYREMOVE(C.affecting, src)
+7 -7
View File
@@ -13,7 +13,7 @@
/turf/proc/reconsider_lights()
var/datum/light_source/L
var/thing
for (thing in affecting_lights)
for(thing in affecting_lights)
L = thing
L.vis_update()
@@ -23,7 +23,7 @@
var/datum/lighting_corner/C
var/thing
for (thing in corners)
for(thing in corners)
if(!thing)
continue
C = thing
@@ -46,12 +46,12 @@
var/thing
var/datum/lighting_corner/C
var/datum/light_source/S
for (thing in corners)
for(thing in corners)
if(!thing)
continue
C = thing
if(!C.active) // We would activate the corner, calculate the lighting for it.
for (thing in C.affecting)
for(thing in C.affecting)
S = thing
S.recalc_corner(C)
C.active = TRUE
@@ -64,7 +64,7 @@
var/totallums = 0
var/thing
var/datum/lighting_corner/L
for (thing in corners)
for(thing in corners)
if(!thing)
continue
L = thing
@@ -90,7 +90,7 @@
/turf/proc/recalc_atom_opacity()
has_opaque_atom = opacity
if(!has_opaque_atom)
for (var/atom/A in src.contents) // Loop through every movable atom on our tile PLUS ourselves (we matter too...)
for(var/atom/A in src.contents) // Loop through every movable atom on our tile PLUS ourselves (we matter too...)
if(A.opacity)
has_opaque_atom = TRUE
break
@@ -117,7 +117,7 @@
if(!corners)
corners = list(null, null, null, null)
for (var/i = 1 to 4)
for(var/i = 1 to 4)
if(corners[i]) // Already have a corner on this direction.
continue