This commit is contained in:
JohnCorby 2022-08-15 16:42:04 -07:00
parent d6e04b3eba
commit 1737a3423b
3 changed files with 4 additions and 4 deletions

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@ -9,7 +9,7 @@ using System.Threading;
namespace QSB.EchoesOfTheEye.AlarmTotemSync.WorldObjects;
/// <summary>
/// todo make this not NRE (by not doing enable sync) and then readd it back in
/// TODO: make this not NRE (by not doing enable sync) and then readd it back in
/// </summary>
public class QSBAlarmTotem : WorldObject<AlarmTotem>
{

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@ -21,7 +21,7 @@ namespace QSB.EchoesOfTheEye.LightSensorSync;
/// - AlarmTotem.CheckPlayerVisible
/// GhostSensors.FixedUpdate_Sensors
///
/// TODO this can probably be massively simplified to work with these uses only
/// TODO: this can probably be massively simplified to work with these uses only
/// </summary>
[RequireComponent(typeof(SingleLightSensor))]
public class QSBPlayerLightSensor : MonoBehaviour

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@ -16,11 +16,11 @@ using System.Threading;
namespace QSB.EchoesOfTheEye.LightSensorSync.WorldObjects;
/// <summary>
/// TODO switch this over to some sort of auth system.
/// TODO: switch this over to some sort of auth system.
/// list of illuminators doesn't work because if a player illuminates and then leaves,
/// it'll be considered illuminated forever until they come back.
///
/// BUG this also breaks in zone2.
/// BUG: this also breaks in zone2.
/// the sector it's enabled in is bigger than the sector the zone2 walls are enabled in :(
/// maybe this can be fixed by making the collision group use the same sector.
/// </summary>