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updated weapon's fire() docs
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@ -690,10 +690,10 @@ Phaser.Weapon.prototype.trackPointer = function (pointer, offsetX, offsetY) {
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/**
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* Attempts to fire a single Bullet. If there are no more bullets available in the pool, and the pool cannot be extended,
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* then this method returns `false`. It will also return false if not enough time has expired since the last time
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* then this method returns `null`. It will also return `null` if not enough time has expired since the last time
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* the Weapon was fired, as defined in the `Weapon.fireRate` property.
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*
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* Otherwise the first available bullet is selected and launched.
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* Otherwise the first available bullet is selected, launched, and returned.
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*
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* The arguments are all optional, but allow you to control both where the bullet is launched from, and aimed at.
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*
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