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Return null instead of false.
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1 changed files with 4 additions and 2 deletions
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@ -707,13 +707,13 @@ Phaser.Weapon.prototype.trackPointer = function (pointer, offsetX, offsetY) {
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* @param {Phaser.Sprite|Phaser.Point|Object} [from] - Optionally fires the bullet **from** the `x` and `y` properties of this object. If set this overrides `Weapon.trackedSprite` or `trackedPointer`. Pass `null` to ignore it.
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* @param {number} [x] - The x coordinate, in world space, to fire the bullet **towards**. If left as `undefined` the bullet direction is based on its angle.
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* @param {number} [y] - The y coordinate, in world space, to fire the bullet **towards**. If left as `undefined` the bullet direction is based on its angle.
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* @return {Phaser.Bullet} The fired bullet if successful, null otherwise.
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* @return {Phaser.Bullet} The fired bullet, if a launch was successful, otherwise `null`.
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*/
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Phaser.Weapon.prototype.fire = function (from, x, y) {
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if (this.game.time.now < this._nextFire || (this.fireLimit > 0 && this.shots === this.fireLimit))
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{
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return false;
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return null;
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}
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var speed = this.bulletSpeed;
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@ -922,7 +922,9 @@ Phaser.Weapon.prototype.fire = function (from, x, y) {
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this.onFireLimit.dispatch(this, this.fireLimit);
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}
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}
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return bullet;
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};
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/**
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