format TODO: uniformly to auto-generate task list in MonoDevelop

This commit is contained in:
Matthias Mailänder
2013-03-27 09:45:17 +01:00
parent a682670b97
commit 0a82bfe552
47 changed files with 56 additions and 61 deletions

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@@ -240,7 +240,7 @@ namespace OpenRA
} );
}
// todo: move elsewhere.
// TODO: move elsewhere.
public void ChangeOwner(Player newOwner)
{
World.AddFrameEndTask(w =>

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@@ -39,6 +39,6 @@ namespace OpenRA
id, actors.Select(a => "#{0} {1}".F(a.ActorID, a.Info.Name)).JoinWith(",")));
}
/* todo: add lazy group path crap, groupleader, pruning, etc */
/* TODO: add lazy group path crap, groupleader, pruning, etc */
}
}

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@@ -20,7 +20,7 @@ namespace OpenRA.Network
{
static Player FindPlayerByClient(this World world, Session.Client c)
{
/* todo: this is still a hack.
/* TODO: this is still a hack.
* the cases we're trying to avoid are the extra players on the host's client -- Neutral, other MapPlayers,..*/
return world.Players.FirstOrDefault(
p => (p.ClientIndex == c.Index && p.PlayerReference.Playable));

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@@ -68,7 +68,7 @@ namespace OpenRA
else
{
// Map player
ClientIndex = 0; // Owned by the host (todo: fix this)
ClientIndex = 0; // Owned by the host (TODO: fix this)
ColorRamp = pr.ColorRamp;
PlayerName = pr.Name;
NonCombatant = pr.NonCombatant;

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@@ -36,7 +36,7 @@ namespace OpenRA
if (isClick)
{
var adjNewSelection = newSelection.Take(1); /* todo: select BEST, not FIRST */
var adjNewSelection = newSelection.Take(1); /* TODO: select BEST, not FIRST */
actors = (isCombine ? oldSelection.SymmetricDifference(adjNewSelection) : adjNewSelection).ToList();
}
else

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@@ -211,7 +211,7 @@ namespace OpenRA.Server
}
}
/* lobby rework todo:
/* lobby rework TODO:
* - "teams together" option for team games -- will eliminate most need
* for manual spawnpoint choosing.
*/

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@@ -47,7 +47,7 @@ namespace OpenRA
{
engine = Game.Settings.Server.Dedicated?"Null":engine;
switch (engine)
{ /* todo: if someone cares about pluggable crap here, ship this out */
{ /* TODO: if someone cares about pluggable crap here, ship this out */
case "AL": return new OpenAlSoundEngine();
case "Null": return new NullSoundEngine();

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@@ -31,7 +31,7 @@ namespace OpenRA.Traits
public void Tick(Actor self)
{
// todo: don't tick all the time.
// TODO: don't tick all the time.
if(self.Owner == null) return;
if (previousLocation != self.Location && v != null) {

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@@ -28,7 +28,7 @@ namespace OpenRA.Traits
public void Tick(Actor self)
{
// todo: don't tick all the time.
// TODO: don't tick all the time.
World w = self.World;
if(self.Owner == null) return;

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@@ -12,7 +12,8 @@ using OpenRA.FileFormats;
namespace OpenRA.Traits
{
[Desc("This tag trait will enable fog of war in ShroudRenderer. Don't forget about HiddenUnderFog and FrozenUnderFog.")]
[Desc("This tag trait will enable fog of war in ShroudRenderer.",
"Don't forget about HiddenUnderFog and FrozenUnderFog.")]
public class FogInfo : TraitInfo<Fog> { }
public class Fog { }

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@@ -143,7 +143,7 @@ namespace OpenRA.Widgets
keyOffset++;
}
//todo: make this stuff not draw outside of the RenderBounds
//TODO: make this stuff not draw outside of the RenderBounds
for (int n = pointStart, x = 0; n <= pointEnd; n++, x += xStep)
{
Game.Renderer.LineRenderer.DrawLine(origin + new float2(x, 0), origin + new float2(x, -5), Color.White, Color.White);

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@@ -62,8 +62,8 @@ namespace OpenRA.Widgets
case MouseInputEvent.Down:
isMoving = true;
/* todo: handle snapping to ticks properly again */
/* todo: handle nudge via clicking outside the thumb */
/* TODO: handle snapping to ticks properly again */
/* TODO: handle nudge via clicking outside the thumb */
UpdateValue(ValueFromPx(mi.Location.X - RenderBounds.Left));
break;

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@@ -168,7 +168,7 @@ namespace OpenRA
public void Tick()
{
// Todo: Expose this as an order so it can be synced
// TODO: Expose this as an order so it can be synced
if (ShouldTick())
{
using( new PerfSample("tick_idle") )