Replace some to do with TODO (#30346)

Replace to do with TODO
This commit is contained in:
lzk
2024-07-25 10:04:03 +02:00
committed by GitHub
parent 50ba20c766
commit f56e4f6624
9 changed files with 14 additions and 14 deletions

View File

@@ -122,7 +122,7 @@ public sealed partial class AnomalySynchronizerSystem : EntitySystem
_audio.PlayPvs(ent.Comp.ConnectedSound, ent);
}
//TO DO: disconnection from the anomaly should also be triggered if the anomaly is far away from the synchronizer.
//TODO: disconnection from the anomaly should also be triggered if the anomaly is far away from the synchronizer.
//Currently only bluespace anomaly can do this, but for some reason it is the only one that cannot be connected to the synchronizer.
private void DisconneсtFromAnomaly(Entity<AnomalySynchronizerComponent> ent, AnomalyComponent anomaly)
{

View File

@@ -76,7 +76,7 @@ public sealed class ReagentProducerAnomalySystem : EntitySystem
if (anomaly.Severity >= 0.97) reagentProducingAmount *= component.SupercriticalReagentProducingModifier;
newSol.AddReagent(component.ProducingReagent, reagentProducingAmount);
_solutionContainer.TryAddSolution(component.Solution.Value, newSol); //TO DO - the container is not fully filled.
_solutionContainer.TryAddSolution(component.Solution.Value, newSol); // TODO - the container is not fully filled.
component.AccumulatedFrametime = 0;

View File

@@ -16,7 +16,7 @@ public sealed class DamagedByFlashingSystem : EntitySystem
{
_damageable.TryChangeDamage(ent, ent.Comp.FlashDamage);
//To Do: It would be more logical if different flashes had different power,
//TODO: It would be more logical if different flashes had different power,
//and the damage would be inflicted depending on the strength of the flash.
}
}

View File

@@ -71,9 +71,9 @@ public sealed class LightningSystem : SharedLightningSystem
/// <param name="triggerLightningEvents">if the lightnings being fired should trigger lightning events.</param>
public void ShootRandomLightnings(EntityUid user, float range, int boltCount, string lightningPrototype = "Lightning", int arcDepth = 0, bool triggerLightningEvents = true)
{
//To Do: add support to different priority target tablem for different lightning types
//To Do: Remove Hardcode LightningTargetComponent (this should be a parameter of the SharedLightningComponent)
//To Do: This is still pretty bad for perf but better than before and at least it doesn't re-allocate
//TODO: add support to different priority target tablem for different lightning types
//TODO: Remove Hardcode LightningTargetComponent (this should be a parameter of the SharedLightningComponent)
//TODO: This is still pretty bad for perf but better than before and at least it doesn't re-allocate
// several hashsets every time
var targets = _lookup.GetComponentsInRange<LightningTargetComponent>(_transform.GetMapCoordinates(user), range).ToList();