diff --git a/NewHorizons/External/Modules/PropModule.cs b/NewHorizons/External/Modules/PropModule.cs index 9414d1eb..ce05ccb1 100644 --- a/NewHorizons/External/Modules/PropModule.cs +++ b/NewHorizons/External/Modules/PropModule.cs @@ -650,22 +650,22 @@ namespace NewHorizons.External.Modules public string id; /// - /// Only required if type is "sockets". This lists all the possible locations for any props assigned to this group. + /// Only required if type is `sockets`. This lists all the possible locations for any props assigned to this group. /// public QuantumSocketInfo[] sockets; /// - /// Optional. Only used if type is "states". If this is true, then the first prop made part of this group will be used to construct a visibility box for an empty game object, which will be considered one of the states. + /// Optional. Only used if type is `states`. If this is true, then the first prop made part of this group will be used to construct a visibility box for an empty game object, which will be considered one of the states. /// public bool hasEmptyState; /// - /// Optional. Only used if type is "states". If this is true, then the states will be presented in order, rather than in a random order + /// Optional. Only used if type is `states`. If this is true, then the states will be presented in order, rather than in a random order /// public bool sequential; /// - /// Optional. Only used if type is "states" and "sequential" is true. If this is false, then after the last state has appeared, the object will no longer change state + /// Optional. Only used if type is `states` and `sequential` is true. If this is false, then after the last state has appeared, the object will no longer change state /// [DefaultValue(true)] public bool loop = true; }