_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)
{
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;
{
_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.
}
}
/// <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();
ClothingHeadHatVioletwizard: 3
ClothingOuterWizardViolet: 3
ClothingShoesWizard: 9
- #TO DO:
+ #TODO:
#only missing staff
#and if wizarditis reagent when hacked if we want this.
state: icon
- type: ThiefUndeterminedBackpack
possibleSets:
- # - TO DO Thief pinpointer needed
+ # TODO Thief pinpointer needed
- ChemistrySet
- ToolsSet
- - ChameleonSet # - TO DO Chameleon stump PR needed
+ - ChameleonSet # TODO Chameleon stump PR needed
- SyndieSet
- SleeperSet
- CommunicatorSet
SheetSteel1:
min: 2
max: 4
- #- type: GuideHelp # To Do - add Tesla Guide
+ #- type: GuideHelp # TODO - add Tesla Guide
- type: entity
id: TeslaGroundingRod
SheetSteel1:
min: 2
max: 4
- #- type: GuideHelp # To Do - add Tesla Guide
+ #- type: GuideHelp # TODO - add Tesla Guide
noRot: true
sprite: Structures/Power/Generation/Tesla/generator.rsi
state: icon
- - type: SingularityGenerator #To do: rename the generator
+ - type: SingularityGenerator # TODO: rename the generator
spawnId: TeslaEnergyBall
- type: InteractionOutline
- type: Fixtures
layer:
- Opaque
- type: Anchorable
- #- type: GuideHelp # To Do - add Tesla Guide
+ #- type: GuideHelp # TODO - add Tesla Guide
!type:NanotrasenNameGenerator
prefixCreator: 'ED'
- type: StationEmergencyShuttle
- emergencyShuttlePath: /Maps/Shuttles/emergency_omega.yml # To do - add railway station
+ emergencyShuttlePath: /Maps/Shuttles/emergency_omega.yml # TODO - add railway station
- type: StationJobs
availableJobs:
#service