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. ///