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Update Mouse.cs
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Packages/com.unity.inputsystem/InputSystem/Devices/Mouse.cs

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@@ -176,8 +176,7 @@ namespace UnityEngine.InputSystem
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///
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/// To control cursor display and behavior, use <see cref="UnityEngine.Cursor"/>.
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/// </remarks>
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/// <example>
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/// <para>An example showing the use of this property on a gamepad button and a keyboard key:</para>
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/// <example>
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///
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/// <code>
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/// using UnityEngine;
@@ -188,7 +187,7 @@ namespace UnityEngine.InputSystem
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/// void Update()
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/// {
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/// // If there is a current mouse and the left button was pressed
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/// if (Mouse.current != null && Mouse.current.leftButton.wasPressedThisFrame)
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/// if (Mouse.current != null &amp;&amp; Mouse.current.leftButton.wasPressedThisFrame)
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/// {
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/// // handle left mouse button being pressed
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/// }
@@ -293,8 +292,8 @@ protected override void OnRemoved()
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////REVIEW: how should we handle this being called from EditorWindow's? (where the editor window space processor will turn coordinates automatically into editor window space)
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/// <summary>
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/// Move the operating system's mouse cursor by performing a device command in a similar way to <a href="https://msdn.microsoft.com/en-us/library/windows/desktop/aa363216%28v=vs.85%29.aspx?f=255&amp;MSPPError=-2147217396" target="_blank">
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/// DeviceIoControl</a> on Windows and <a href="https://developer.apple.com/library/archive/documentation/System/Conceptual/ManPages_iPhoneOS/man2/ioctl.2.html#//apple_ref/doc/man/2/ioctl" target="_blank">ioctl</a>
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/// Move the operating system's mouse cursor by performing a device command in a similar way to <a href="https://msdn.microsoft.com/en-us/library/windows/desktop/aa363216%28v=vs.85%29.aspx?f=255&amp;MSPPError=-2147217396" >
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/// DeviceIoControl</a> on Windows and <a href="https://developer.apple.com/library/archive/documentation/System/Conceptual/ManPages_iPhoneOS/man2/ioctl.2.html#//apple_ref/doc/man/2/ioctl" >ioctl</a>
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/// on UNIX-like systems.
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/// </summary>
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/// <param name="position">New position in player window space.</param>

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