@@ -122,7 +122,7 @@ public sealed partial class AnomalySynchronizerSystem : EntitySystem
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_audio.PlayPvs(ent.Comp.ConnectedSound, ent);
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}
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//TO DO: disconnection from the anomaly should also be triggered if the anomaly is far away from the synchronizer.
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//TODO: disconnection from the anomaly should also be triggered if the anomaly is far away from the synchronizer.
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//Currently only bluespace anomaly can do this, but for some reason it is the only one that cannot be connected to the synchronizer.
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private void DisconneсtFromAnomaly(Entity<AnomalySynchronizerComponent> ent, AnomalyComponent anomaly)
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{
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@@ -76,7 +76,7 @@ public sealed class ReagentProducerAnomalySystem : EntitySystem
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if (anomaly.Severity >= 0.97) reagentProducingAmount *= component.SupercriticalReagentProducingModifier;
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newSol.AddReagent(component.ProducingReagent, reagentProducingAmount);
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_solutionContainer.TryAddSolution(component.Solution.Value, newSol); //TO DO - the container is not fully filled.
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_solutionContainer.TryAddSolution(component.Solution.Value, newSol); // TODO - the container is not fully filled.
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component.AccumulatedFrametime = 0;
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@@ -16,7 +16,7 @@ public sealed class DamagedByFlashingSystem : EntitySystem
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{
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_damageable.TryChangeDamage(ent, ent.Comp.FlashDamage);
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//To Do: It would be more logical if different flashes had different power,
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//TODO: It would be more logical if different flashes had different power,
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//and the damage would be inflicted depending on the strength of the flash.
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}
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}
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@@ -71,9 +71,9 @@ public sealed class LightningSystem : SharedLightningSystem
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/// <param name="triggerLightningEvents">if the lightnings being fired should trigger lightning events.</param>
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public void ShootRandomLightnings(EntityUid user, float range, int boltCount, string lightningPrototype = "Lightning", int arcDepth = 0, bool triggerLightningEvents = true)
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{
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//To Do: add support to different priority target tablem for different lightning types
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//To Do: Remove Hardcode LightningTargetComponent (this should be a parameter of the SharedLightningComponent)
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//To Do: This is still pretty bad for perf but better than before and at least it doesn't re-allocate
|
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//TODO: add support to different priority target tablem for different lightning types
|
||||
//TODO: Remove Hardcode LightningTargetComponent (this should be a parameter of the SharedLightningComponent)
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//TODO: This is still pretty bad for perf but better than before and at least it doesn't re-allocate
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// several hashsets every time
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|
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var targets = _lookup.GetComponentsInRange<LightningTargetComponent>(_transform.GetMapCoordinates(user), range).ToList();
|
||||
|
||||
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