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Feature #542 ยป 0058-Remove-double-spaces-from-standard-ruleset-comments.patch

Marko Lindqvist, 05/03/2024 09:13 PM

View differences:

data/alien/cities.ruleset
; /* <-- avoid gettext warnings
;
; A specialist is a city citizen who is not a tile worker. Usually the
; A specialist is a city citizen who is not a tile worker. Usually the
; player can control what specialist each citizen is, so long as the
; requirements for that specialist are met.
;
data/alien/governments.ruleset
;
; For the "official" rulesets, the order of these sections should not
; be changed because that would break backward compatibility with
; savegames. (In particular, if Fundamentalism is added to default
; savegames. (In particular, if Fundamentalism is added to default
; ruleset, should be added at end.)
;
; Notes on fields:
data/alien/techs.ruleset
; costs.
;
; Special values for req1 and req2 are "None" (first section below)
; and "Never" (never available). If only one tech is required,
; and "Never" (never available). If only one tech is required,
; it should be listed as req1.
;
; As well as custom flags defined above, the following flag strings are
data/alien/units.ruleset
; graphic = tag specifying preferred graphic
; graphic_alt = tag for alternate graphic if preferred graphic is not
; present; especially if preferred graphic is non-standard,
; this should be a standard tag. Otherwise can use eg "-"
; this should be a standard tag. Otherwise can use eg "-"
; for no alternate graphic.
; graphic_alt2 = tag for second alternative graphic.
; reqs = requirements to build the unit (see effects.ruleset
data/civ1/cities.ruleset
; /* <-- avoid gettext warnings
;
; A specialist is a city citizen who is not a tile worker. Usually the
; A specialist is a city citizen who is not a tile worker. Usually the
; player can control what specialist each citizen is, so long as the
; requirements for that specialist are met.
;
data/civ1/governments.ruleset
;
; For the "official" rulesets, the order of these sections should not
; be changed because that would break backward compatibility with
; savegames. (In particular, if Fundamentalism is added to default
; savegames. (In particular, if Fundamentalism is added to default
; ruleset, should be added at end.)
;
; Notes on fields:
data/civ1/techs.ruleset
; costs.
;
; Special values for req1 and req2 are "None" (first section below)
; and "Never" (never available). If only one tech is required,
; and "Never" (never available). If only one tech is required,
; it should be listed as req1.
;
; As well as custom flags defined above, the following flag strings are
data/civ1/units.ruleset
; graphic = tag specifying preferred graphic
; graphic_alt = tag for alternate graphic if preferred graphic is not
; present; especially if preferred graphic is non-standard,
; this should be a standard tag. Otherwise can use eg "-"
; this should be a standard tag. Otherwise can use eg "-"
; for no alternate graphic.
; graphic_alt2 = tag for second alternative graphic.
; reqs = requirements to build the unit (see effects.ruleset
data/civ2/cities.ruleset
; /* <-- avoid gettext warnings
;
; A specialist is a city citizen who is not a tile worker. Usually the
; A specialist is a city citizen who is not a tile worker. Usually the
; player can control what specialist each citizen is, so long as the
; requirements for that specialist are met.
;
data/civ2/governments.ruleset
;
; For the "official" rulesets, the order of these sections should not
; be changed because that would break backward compatibility with
; savegames. (In particular, if Fundamentalism is added to default
; savegames. (In particular, if Fundamentalism is added to default
; ruleset, should be added at end.)
;
; Notes on fields:
data/civ2/techs.ruleset
; costs.
;
; Special values for req1 and req2 are "None" (first section below)
; and "Never" (never available). If only one tech is required,
; and "Never" (never available). If only one tech is required,
; it should be listed as req1.
;
; As well as custom flags defined above, the following flag strings are
data/civ2/units.ruleset
; graphic = tag specifying preferred graphic
; graphic_alt = tag for alternate graphic if preferred graphic is not
; present; especially if preferred graphic is non-standard,
; this should be a standard tag. Otherwise can use eg "-"
; this should be a standard tag. Otherwise can use eg "-"
; for no alternate graphic.
; graphic_alt2 = tag for second alternative graphic.
; reqs = requirements to build the unit (see effects.ruleset
data/civ2civ3/cities.ruleset
; /* <-- avoid gettext warnings
;
; A specialist is a city citizen who is not a tile worker. Usually the
; A specialist is a city citizen who is not a tile worker. Usually the
; player can control what specialist each citizen is, so long as the
; requirements for that specialist are met.
;
data/civ2civ3/governments.ruleset
;
; For the "official" rulesets, the order of these sections should not
; be changed because that would break backward compatibility with
; savegames. (In particular, if Fundamentalism is added to default
; savegames. (In particular, if Fundamentalism is added to default
; ruleset, should be added at end.)
;
; Notes on fields:
data/civ2civ3/techs.ruleset
; costs.
;
; Special values for req1 and req2 are "None" (first section below)
; and "Never" (never available). If only one tech is required,
; and "Never" (never available). If only one tech is required,
; it should be listed as req1.
;
; As well as custom flags defined above, the following flag strings are
data/civ2civ3/units.ruleset
; graphic = tag specifying preferred graphic
; graphic_alt = tag for alternate graphic if preferred graphic is not
; present; especially if preferred graphic is non-standard,
; this should be a standard tag. Otherwise can use eg "-"
; this should be a standard tag. Otherwise can use eg "-"
; for no alternate graphic.
; graphic_alt2 = tag for second alternative graphic.
; reqs = requirements to build the unit (see effects.ruleset
data/classic/cities.ruleset
; /* <-- avoid gettext warnings
;
; A specialist is a city citizen who is not a tile worker. Usually the
; A specialist is a city citizen who is not a tile worker. Usually the
; player can control what specialist each citizen is, so long as the
; requirements for that specialist are met.
;
data/classic/governments.ruleset
;
; For the "official" rulesets, the order of these sections should not
; be changed because that would break backward compatibility with
; savegames. (In particular, if Fundamentalism is added to default
; savegames. (In particular, if Fundamentalism is added to default
; ruleset, should be added at end.)
;
; Notes on fields:
data/classic/techs.ruleset
; costs.
;
; Special values for req1 and req2 are "None" (first section below)
; and "Never" (never available). If only one tech is required,
; and "Never" (never available). If only one tech is required,
; it should be listed as req1.
;
; As well as custom flags defined above, the following flag strings are
data/goldkeep/cities.ruleset
; /* <-- avoid gettext warnings
;
; A specialist is a city citizen who is not a tile worker. Usually the
; A specialist is a city citizen who is not a tile worker. Usually the
; player can control what specialist each citizen is, so long as the
; requirements for that specialist are met.
;
data/goldkeep/governments.ruleset
;
; For the "official" rulesets, the order of these sections should not
; be changed because that would break backward compatibility with
; savegames. (In particular, if Fundamentalism is added to default
; savegames. (In particular, if Fundamentalism is added to default
; ruleset, should be added at end.)
;
; Notes on fields:
data/goldkeep/techs.ruleset
; costs.
;
; Special values for req1 and req2 are "None" (first section below)
; and "Never" (never available). If only one tech is required,
; and "Never" (never available). If only one tech is required,
; it should be listed as req1.
;
; As well as custom flags defined above, the following flag strings are
data/goldkeep/units.ruleset
; graphic = tag specifying preferred graphic
; graphic_alt = tag for alternate graphic if preferred graphic is not
; present; especially if preferred graphic is non-standard,
; this should be a standard tag. Otherwise can use eg "-"
; this should be a standard tag. Otherwise can use eg "-"
; for no alternate graphic.
; graphic_alt2 = tag for second alternative graphic.
; reqs = requirements to build the unit (see effects.ruleset
data/granularity/cities.ruleset
; /* <-- avoid gettext warnings
;
; A specialist is a city citizen who is not a tile worker. Usually the
; A specialist is a city citizen who is not a tile worker. Usually the
; player can control what specialist each citizen is, so long as the
; requirements for that specialist are met.
;
data/granularity/governments.ruleset
;
; For the "official" rulesets, the order of these sections should not
; be changed because that would break backward compatibility with
; savegames. (In particular, if Fundamentalism is added to default
; savegames. (In particular, if Fundamentalism is added to default
; ruleset, should be added at end.)
;
; Notes on fields:
data/granularity/techs.ruleset
; costs.
;
; Special values for req1 and req2 are "None" (first section below)
; and "Never" (never available). If only one tech is required,
; and "Never" (never available). If only one tech is required,
; it should be listed as req1.
;
; As well as custom flags defined above, the following flag strings are
data/granularity/units.ruleset
; graphic = tag specifying preferred graphic
; graphic_alt = tag for alternate graphic if preferred graphic is not
; present; especially if preferred graphic is non-standard,
; this should be a standard tag. Otherwise can use eg "-"
; this should be a standard tag. Otherwise can use eg "-"
; for no alternate graphic.
; graphic_alt2 = tag for second alternative graphic.
; reqs = requirements to build the unit (see effects.ruleset
data/multiplayer/cities.ruleset
; /* <-- avoid gettext warnings
;
; A specialist is a city citizen who is not a tile worker. Usually the
; A specialist is a city citizen who is not a tile worker. Usually the
; player can control what specialist each citizen is, so long as the
; requirements for that specialist are met.
;
data/multiplayer/governments.ruleset
;
; For the "official" rulesets, the order of these sections should not
; be changed because that would break backward compatibility with
; savegames. (In particular, if Fundamentalism is added to default
; savegames. (In particular, if Fundamentalism is added to default
; ruleset, should be added at end.)
;
; Notes on fields:
data/multiplayer/techs.ruleset
; costs.
;
; Special values for req1 and req2 are "None" (first section below)
; and "Never" (never available). If only one tech is required,
; and "Never" (never available). If only one tech is required,
; it should be listed as req1.
;
; As well as custom flags defined above, the following flag strings are
data/multiplayer/units.ruleset
; graphic = tag specifying preferred graphic
; graphic_alt = tag for alternate graphic if preferred graphic is not
; present; especially if preferred graphic is non-standard,
; this should be a standard tag. Otherwise can use eg "-"
; this should be a standard tag. Otherwise can use eg "-"
; for no alternate graphic.
; graphic_alt2 = tag for second alternative graphic.
; reqs = requirements to build the unit (see effects.ruleset
data/ruledit/comments-3.3.txt
; costs.\n\
;\n\
; Special values for req1 and req2 are \"None\" (first section below)\n\
; and \"Never\" (never available). If only one tech is required,\n\
; and \"Never\" (never available). If only one tech is required,\n\
; it should be listed as req1.\n\
;\n\
; As well as custom flags defined above, the following flag strings are\n\
......
;\n\
; For the \"official\" rulesets, the order of these sections should not\n\
; be changed because that would break backward compatibility with\n\
; savegames. (In particular, if Fundamentalism is added to default\n\
; savegames. (In particular, if Fundamentalism is added to default\n\
; ruleset, should be added at end.)\n\
;\n\
; Notes on fields:\n\
......
; graphic = tag specifying preferred graphic\n\
; graphic_alt = tag for alternate graphic if preferred graphic is not\n\
; present; especially if preferred graphic is non-standard,\n\
; this should be a standard tag. Otherwise can use eg \"-\"\n\
; this should be a standard tag. Otherwise can use eg \"-\"\n\
; for no alternate graphic.\n\
; graphic_alt2 = tag for second alternative graphic.\n\
; reqs = requirements to build the unit (see effects.ruleset\n\
......
\n\
; /* <-- avoid gettext warnings\n\
;\n\
; A specialist is a city citizen who is not a tile worker. Usually the\n\
; A specialist is a city citizen who is not a tile worker. Usually the\n\
; player can control what specialist each citizen is, so long as the\n\
; requirements for that specialist are met.\n\
;\n\
data/sandbox/cities.ruleset
; /* <-- avoid gettext warnings
;
; A specialist is a city citizen who is not a tile worker. Usually the
; A specialist is a city citizen who is not a tile worker. Usually the
; player can control what specialist each citizen is, so long as the
; requirements for that specialist are met.
;
data/sandbox/governments.ruleset
;
; For the "official" rulesets, the order of these sections should not
; be changed because that would break backward compatibility with
; savegames. (In particular, if Fundamentalism is added to default
; savegames. (In particular, if Fundamentalism is added to default
; ruleset, should be added at end.)
;
; Notes on fields:
data/sandbox/techs.ruleset
; costs.
;
; Special values for req1 and req2 are "None" (first section below)
; and "Never" (never available). If only one tech is required,
; and "Never" (never available). If only one tech is required,
; it should be listed as req1.
;
; As well as custom flags defined above, the following flag strings are
data/sandbox/units.ruleset
; graphic = tag specifying preferred graphic
; graphic_alt = tag for alternate graphic if preferred graphic is not
; present; especially if preferred graphic is non-standard,
; this should be a standard tag. Otherwise can use eg "-"
; this should be a standard tag. Otherwise can use eg "-"
; for no alternate graphic.
; graphic_alt2 = tag for second alternative graphic.
; reqs = requirements to build the unit (see effects.ruleset
data/stub/cities.ruleset
; /* <-- avoid gettext warnings
;
; A specialist is a city citizen who is not a tile worker. Usually the
; A specialist is a city citizen who is not a tile worker. Usually the
; player can control what specialist each citizen is, so long as the
; requirements for that specialist are met.
;
data/stub/governments.ruleset
;
; For the "official" rulesets, the order of these sections should not
; be changed because that would break backward compatibility with
; savegames. (In particular, if Fundamentalism is added to default
; savegames. (In particular, if Fundamentalism is added to default
; ruleset, should be added at end.)
;
; Notes on fields:
data/stub/techs.ruleset
; costs.
;
; Special values for req1 and req2 are "None" (first section below)
; and "Never" (never available). If only one tech is required,
; and "Never" (never available). If only one tech is required,
; it should be listed as req1.
;
; As well as custom flags defined above, the following flag strings are
data/stub/units.ruleset
; graphic = tag specifying preferred graphic
; graphic_alt = tag for alternate graphic if preferred graphic is not
; present; especially if preferred graphic is non-standard,
; this should be a standard tag. Otherwise can use eg "-"
; this should be a standard tag. Otherwise can use eg "-"
; for no alternate graphic.
; graphic_alt2 = tag for second alternative graphic.
; reqs = requirements to build the unit (see effects.ruleset
data/webperimental/cities.ruleset
; /* <-- avoid gettext warnings
;
; A specialist is a city citizen who is not a tile worker. Usually the
; A specialist is a city citizen who is not a tile worker. Usually the
; player can control what specialist each citizen is, so long as the
; requirements for that specialist are met.
;
data/webperimental/governments.ruleset
;
; For the "official" rulesets, the order of these sections should not
; be changed because that would break backward compatibility with
; savegames. (In particular, if Fundamentalism is added to default
; savegames. (In particular, if Fundamentalism is added to default
; ruleset, should be added at end.)
;
; Notes on fields:
data/webperimental/techs.ruleset
; costs.
;
; Special values for req1 and req2 are "None" (first section below)
; and "Never" (never available). If only one tech is required,
; and "Never" (never available). If only one tech is required,
; it should be listed as req1.
;
; As well as custom flags defined above, the following flag strings are
data/webperimental/units.ruleset
; graphic = tag specifying preferred graphic
; graphic_alt = tag for alternate graphic if preferred graphic is not
; present; especially if preferred graphic is non-standard,
; this should be a standard tag. Otherwise can use eg "-"
; this should be a standard tag. Otherwise can use eg "-"
; for no alternate graphic.
; graphic_alt2 = tag for second alternative graphic.
; reqs = requirements to build the unit (see effects.ruleset
    (1-1/1)