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tweak comments
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@ -75,6 +75,11 @@ get_num_nodes() const {
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// referenced (bottom) node and get_num_nodes() - 1 is
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// the top node. This requires iterating through the
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// path.
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//
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// Also see node(), which is a convenience function to
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// return the same thing as get_node(0) (since the
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// bottom node is the most important node in the
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// NodePath, and is the one most frequently referenced).
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////////////////////////////////////////////////////////////////////
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PandaNode *NodePath::
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get_node(int index) const {
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@ -496,10 +501,12 @@ remove_node() {
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// Access: Published
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// Description: Disconnects the referenced node from its parent, but
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// does not immediately delete it. The NodePath retains
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// a pointer to the node. If there are no other
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// instances to the node, this becomes a singleton
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// NodePath; otherwise, this NodePath becomes the same
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// as another arbitrary instance.
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// a pointer to the node, and becomes a singleton
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// NodePath.
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//
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// This should be called to detach a node from the scene
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// graph, with the option of reattaching it later to the
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// same parent or to a different parent.
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//
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// In practice, the only difference between
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// remove_node() and detach_node() is that remove_node()
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@ -151,9 +151,6 @@ PUBLISHED:
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ET_not_found, // returned from a failed find() or similar function.
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ET_removed, // remove_node() was previously called on this NodePath.
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ET_fail, // general failure return from some function.
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// Also see NodePathComponent::_next_key, which initializes
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// itself to the last enumerated type here plus one.
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};
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INLINE NodePath();
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