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(3.x) Fix couple of missing # and // for comments in code examples

3.x backport of https://github.com/godotengine/godot-docs/pull/4360
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Modificáronse 1 ficheiros con 4 adicións e 4 borrados
  1. 4 4
      tutorials/scripting/overridable_functions.rst

+ 4 - 4
tutorials/scripting/overridable_functions.rst

@@ -43,7 +43,7 @@ a node exits the scene tree. This can be when you call :ref:`Node.remove_child()
         pass
 
     # Called when the node is about to leave the scene tree, after all its
-    children received the _exit_tree() callback.
+    # children received the _exit_tree() callback.
     func _exit_tree():
         pass
 
@@ -62,7 +62,7 @@ a node exits the scene tree. This can be when you call :ref:`Node.remove_child()
     }
 
     // Called when the node is about to leave the scene tree, after all its
-    children.
+    // children.
     public override void _ExitTree()
     {
         base._ExitTree();
@@ -117,7 +117,7 @@ To learn more about inputs in Godot, see the :ref:`Input section <toc-learn-feat
         pass
 
     # Called once for every event, before _unhandled_input(), allowing you to
-    consume some events.
+    # consume some events.
     func _input(event):
         pass
 
@@ -130,7 +130,7 @@ To learn more about inputs in Godot, see the :ref:`Input section <toc-learn-feat
     }
 
     // Called once for every event, before _unhandled_input(), allowing you to
-    consume some events.
+    // consume some events.
     public override void _Input(InputEvent @event)
     {
         base._Input(event);