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Added jsdocs
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src/gameobjects/particles/GravityWell.js

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@@ -12,8 +12,8 @@ var GetFastValue = require('../../utils/object/GetFastValue');
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*
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* @property {number} [x=0] - The x coordinate of the Gravity Well, in world space.
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* @property {number} [y=0] - The y coordinate of the Gravity Well, in world space.
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* @property {number} [power=0] - The power of the Gravity Well.
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* @property {number} [epsilon=100] - [description]
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* @property {number} [power=0] - The strength of the gravity force - larger numbers produce a stronger force.
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* @property {number} [epsilon=100] - The minimum distance for which the gravity force is calculated.
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* @property {number} [gravity=50] - The gravitational force of this Gravity Well.
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*/
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src/gameobjects/pathfollower/PathFollower.js

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@@ -23,7 +23,6 @@ var Vector2 = require('../../math/Vector2');
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* @property {boolean} [positionOnPath=false] - Whether to position the PathFollower on the Path using its path offset.
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* @property {boolean} [rotateToPath=false] - Should the PathFollower automatically rotate to point in the direction of the Path?
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* @property {number} [rotationOffset=0] - If the PathFollower is rotating to match the Path, this value is added to the rotation value. This allows you to rotate objects to a path but control the angle of the rotation as well.
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* @property {boolean} [verticalAdjust=false] - [description]
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*/
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/**
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this.pathOffset = new Vector2(x, y);
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/**
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* [description]
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* A Vector2 that stores the current point of the path the follower is on.
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*
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* @name Phaser.GameObjects.PathFollower#pathVector
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* @type {Phaser.Math.Vector2}

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