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JSDocs update (phaserjs#249)
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README.md

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@@ -346,7 +346,7 @@ You can read all about the philosophy behind Lazer [here](http://phaser.io/news/
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### Updates
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* TypeScript definitions fixes and updates (thanks )
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* Docs typo fixes (thanks )
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* Docs typo fixes (thanks @dedoubleyou1)
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* You can now access the intensity of the Camera shake effect via the getter / setter `Camera.shakeIntensity`. Useful if you wish to tween the intensity while running. (thanks @drhayes #2443)
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* The Arcade Physics overlap method would return false if two bodies were overlapping but neither had any velocity (i.e. they were embedded into each other)
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src/input/Input.js

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@@ -461,7 +461,12 @@ Phaser.Input.prototype = {
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/**
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* Adds a callback that is fired every time the activePointer receives a DOM move event such as a mousemove or touchmove.
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*
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* The callback will be sent 4 parameters: The Pointer that moved, the x position of the pointer, the y position and the down state.
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* The callback will be sent 4 parameters:
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*
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* A reference to the Phaser.Pointer object that moved,
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* The x position of the pointer,
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* The y position,
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* A boolean indicating if the movement was the result of a 'click' event (such as a mouse click or touch down).
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*
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* It will be called every time the activePointer moves, which in a multi-touch game can be a lot of times, so this is best
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* to only use if you've limited input to a single pointer (i.e. mouse or touch).

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