diff --git a/QSB/EchoesOfTheEye/AlarmTotemSync/WorldObjects/QSBAlarmTotem.cs b/QSB/EchoesOfTheEye/AlarmTotemSync/WorldObjects/QSBAlarmTotem.cs
index 25399894..69ff7f9b 100644
--- a/QSB/EchoesOfTheEye/AlarmTotemSync/WorldObjects/QSBAlarmTotem.cs
+++ b/QSB/EchoesOfTheEye/AlarmTotemSync/WorldObjects/QSBAlarmTotem.cs
@@ -9,7 +9,7 @@ using System.Threading;
namespace QSB.EchoesOfTheEye.AlarmTotemSync.WorldObjects;
///
-/// 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
///
public class QSBAlarmTotem : WorldObject
{
diff --git a/QSB/EchoesOfTheEye/LightSensorSync/QSBPlayerLightSensor.cs b/QSB/EchoesOfTheEye/LightSensorSync/QSBPlayerLightSensor.cs
index 9d0c165c..27936bf7 100644
--- a/QSB/EchoesOfTheEye/LightSensorSync/QSBPlayerLightSensor.cs
+++ b/QSB/EchoesOfTheEye/LightSensorSync/QSBPlayerLightSensor.cs
@@ -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
///
[RequireComponent(typeof(SingleLightSensor))]
public class QSBPlayerLightSensor : MonoBehaviour
diff --git a/QSB/EchoesOfTheEye/LightSensorSync/WorldObjects/QSBLightSensor.cs b/QSB/EchoesOfTheEye/LightSensorSync/WorldObjects/QSBLightSensor.cs
index ccb1277e..f3e77637 100644
--- a/QSB/EchoesOfTheEye/LightSensorSync/WorldObjects/QSBLightSensor.cs
+++ b/QSB/EchoesOfTheEye/LightSensorSync/WorldObjects/QSBLightSensor.cs
@@ -16,11 +16,11 @@ using System.Threading;
namespace QSB.EchoesOfTheEye.LightSensorSync.WorldObjects;
///
-/// 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.
///