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Tidied up jsdoc blocks.
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@ -148,7 +148,6 @@ Phaser.Animation.prototype = {
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* Plays this animation.
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*
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* @method Phaser.Animation#play
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* @memberof Phaser.Animation
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* @param {number} [frameRate=null] - The framerate to play the animation at. The speed is given in frames per second. If not provided the previously set frameRate of the Animation is used.
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* @param {boolean} [loop=false] - Should the animation be looped after playback. If not provided the previously set loop value of the Animation is used.
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* @param {boolean} [killOnComplete=false] - If set to true when the animation completes (only happens if loop=false) the parent Sprite will be killed.
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@ -205,7 +204,6 @@ Phaser.Animation.prototype = {
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* Sets this animation back to the first frame and restarts the animation.
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*
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* @method Phaser.Animation#restart
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* @memberof Phaser.Animation
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*/
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restart: function () {
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@ -230,7 +228,6 @@ Phaser.Animation.prototype = {
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* If `dispatchComplete` is true it will dispatch the complete events, otherwise they'll be ignored.
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*
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* @method Phaser.Animation#stop
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* @memberof Phaser.Animation
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* @param {boolean} [resetFrame=false] - If true after the animation stops the currentFrame value will be set to the first frame in this animation.
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* @param {boolean} [dispatchComplete=false] - Dispatch the Animation.onComplete and parent.onAnimationComplete events?
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*/
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@ -260,7 +257,6 @@ Phaser.Animation.prototype = {
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* Called when the Game enters a paused state.
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*
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* @method Phaser.Animation#onPause
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* @memberof Phaser.Animation
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*/
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onPause: function () {
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@ -275,7 +271,6 @@ Phaser.Animation.prototype = {
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* Called when the Game resumes from a paused state.
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*
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* @method Phaser.Animation#onResume
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* @memberof Phaser.Animation
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*/
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onResume: function () {
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@ -290,7 +285,6 @@ Phaser.Animation.prototype = {
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* Updates this animation. Called automatically by the AnimationManager.
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*
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* @method Phaser.Animation#update
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* @memberof Phaser.Animation
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*/
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update: function () {
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@ -375,7 +369,6 @@ Phaser.Animation.prototype = {
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* Cleans up this animation ready for deletion. Nulls all values and references.
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*
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* @method Phaser.Animation#destroy
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* @memberof Phaser.Animation
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*/
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destroy: function () {
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@ -400,7 +393,6 @@ Phaser.Animation.prototype = {
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* Sets the isPlaying and isFinished states and dispatches the onAnimationComplete event if it exists on the parent and local onComplete event.
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*
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* @method Phaser.Animation#complete
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* @memberof Phaser.Animation
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*/
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complete: function () {
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