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Fix couple of missing # and // for comments in code examples (#4360)
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@@ -43,7 +43,7 @@ a node exits the scene tree. This can be when you call :ref:`Node.remove_child()
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pass
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# Called when the node is about to leave the scene tree, after all its
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children received the _exit_tree() callback.
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# children received the _exit_tree() callback.
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func _exit_tree():
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pass
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@@ -62,7 +62,7 @@ a node exits the scene tree. This can be when you call :ref:`Node.remove_child()
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}
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// Called when the node is about to leave the scene tree, after all its
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children.
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// children.
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public override void _ExitTree()
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{
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base._ExitTree();
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@@ -117,7 +117,7 @@ To learn more about inputs in Godot, see the :ref:`Input section <toc-learn-feat
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pass
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# Called once for every event, before _unhandled_input(), allowing you to
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consume some events.
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# consume some events.
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func _input(event):
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pass
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@@ -130,7 +130,7 @@ To learn more about inputs in Godot, see the :ref:`Input section <toc-learn-feat
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}
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// Called once for every event, before _unhandled_input(), allowing you to
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consume some events.
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// consume some events.
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public override void _Input(InputEvent @event)
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{
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base._Input(event);
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