chaman-k commited on
Commit ·
1bc170b
1
Parent(s): ef94a7c
chore: Cleanup
Browse files- data/classes/LineForce.md +1 -1
- data/classes/LineForce.txt +1 -1
- data/classes/LinearVelocity.md +1 -1
- data/classes/LinearVelocity.txt +1 -1
- data/classes/Mouse.md +1 -1
- data/classes/Mouse.txt +1 -1
- data/classes/MouseService.md +1 -1
- data/classes/MouseService.txt +1 -1
- data/classes/Path.md +1 -1
- data/classes/Path.txt +1 -1
- data/classes/PhysicsService.md +1 -1
- data/classes/PhysicsService.txt +1 -1
- data/classes/Plane.md +1 -1
- data/classes/Plane.txt +1 -1
- data/classes/Platform.md +1 -1
- data/classes/Platform.txt +1 -1
- data/classes/Player.md +1 -1
- data/classes/Player.txt +1 -1
- data/classes/Players.md +1 -1
- data/classes/Players.txt +1 -1
- scraper.js +2 -2
data/classes/LineForce.md
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LineForce
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=========
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-
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The LineForce constraint applies a force along the theoretical line connecting its two [Attachments](/docs/reference/engine/classes/Attachment). As the end points (attachments) move, the direction of force will change accordingly.
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LineForce
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=========
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+
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The LineForce constraint applies a force along the theoretical line connecting its two [Attachments](/docs/reference/engine/classes/Attachment). As the end points (attachments) move, the direction of force will change accordingly.
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data/classes/LineForce.txt
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connecting its two Attachments. As the end points
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(attachments) move, the direction of force will change accordingly.
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When configuring this constraint, it may be helpful to study
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+
LineForce: The LineForce constraint applies a force along the theoretical line
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connecting its two Attachments. As the end points
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(attachments) move, the direction of force will change accordingly.
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When configuring this constraint, it may be helpful to study
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data/classes/LinearVelocity.md
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LinearVelocity
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==============
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-
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The LinearVelocity constraint applies force on an assembly to maintain a constant linear velocity. It can be set to apply force along a [Vector3](/docs/reference/engine/datatypes/Vector3), line, or 2D plane. Alternatively:
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LinearVelocity
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==============
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+
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The LinearVelocity constraint applies force on an assembly to maintain a constant linear velocity. It can be set to apply force along a [Vector3](/docs/reference/engine/datatypes/Vector3), line, or 2D plane. Alternatively:
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data/classes/LinearVelocity.txt
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-
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constant linear velocity. It can be set to apply force along a
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Vector3, line, or 2D plane. Alternatively:
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LinearVelocity: The LinearVelocity constraint applies force on an assembly to maintain a
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constant linear velocity. It can be set to apply force along a
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Vector3, line, or 2D plane. Alternatively:
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data/classes/Mouse.md
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Mouse
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=====
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-
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Not Creatable
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Mouse
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=====
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+
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Not Creatable
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data/classes/Mouse.txt
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-
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ContextActionService, which cover a broader scope, are more feature
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rich, and support cross-platform patterns better. It remains supported
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because of its widespread use, but you should strongly consider using these
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Mouse: Not CreatableMouse has been superseded by UserInputService and
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ContextActionService, which cover a broader scope, are more feature
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rich, and support cross-platform patterns better. It remains supported
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because of its widespread use, but you should strongly consider using these
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data/classes/MouseService.md
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MouseService
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============
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-
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Not Creatable
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MouseService
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============
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+
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Not Creatable
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data/classes/MouseService.txt
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-
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Instance:Clone() or saved to file.ClassName: stringA read-only string representing the class this Instance belongs
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to.READ ONLYNOT REPLICATEDName: stringA non-unique identifier of the Instance.Parent: InstanceDetermines the hierarchical parent of the Instance.NOT REPLICATEDRobloxLocked: booleanA deprecated property that used to protect CoreGui objects.HIDDENarchivable: booleanHIDDENNOT REPLICATEDDEPRECATEDclassName: stringREAD ONLYNOT REPLICATEDDEPRECATEDMethodsMethods inherited from InstanceAddTag(tag: string): void Applies a tag to the instance.ClearAllChildren(): void This function destroys all of an Instance's children.Clone(): Instance Create a copy of an object and all its descendants, ignoring objects that
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are not Archivable.Destroy(): void Sets the Instance.Parent property to nil, locks the
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MouseService: Not CreatableServiceNot ReplicatedSummaryPropertiesProperties inherited from InstanceArchivable: booleanDetermines if an Instance can be cloned using
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Instance:Clone() or saved to file.ClassName: stringA read-only string representing the class this Instance belongs
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to.READ ONLYNOT REPLICATEDName: stringA non-unique identifier of the Instance.Parent: InstanceDetermines the hierarchical parent of the Instance.NOT REPLICATEDRobloxLocked: booleanA deprecated property that used to protect CoreGui objects.HIDDENarchivable: booleanHIDDENNOT REPLICATEDDEPRECATEDclassName: stringREAD ONLYNOT REPLICATEDDEPRECATEDMethodsMethods inherited from InstanceAddTag(tag: string): void Applies a tag to the instance.ClearAllChildren(): void This function destroys all of an Instance's children.Clone(): Instance Create a copy of an object and all its descendants, ignoring objects that
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are not Archivable.Destroy(): void Sets the Instance.Parent property to nil, locks the
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data/classes/Path.md
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Path
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====
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Not Creatable
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Path
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====
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+
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Not Creatable
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data/classes/Path.txt
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PathfindingService:CreatePath().
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Once a path object is created, you can call Path:ComputeAsync() with a
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starting point and ending point. This will attempt to compute a valid path for
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Path: Not CreatableNot ReplicatedPath objects store the result of paths created by
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PathfindingService:CreatePath().
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Once a path object is created, you can call Path:ComputeAsync() with a
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starting point and ending point. This will attempt to compute a valid path for
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data/classes/PhysicsService.md
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PhysicsService
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==============
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-
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Not Creatable
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PhysicsService
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==============
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+
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Not Creatable
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data/classes/PhysicsService.txt
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-
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groups which define whether a set of parts may or may not collide with parts
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in other collision groups. You can register a collision group through
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RegisterCollisionGroup() and
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PhysicsService: Not CreatableServicePhysicsService primarily contains methods for working with collision
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groups which define whether a set of parts may or may not collide with parts
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in other collision groups. You can register a collision group through
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RegisterCollisionGroup() and
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data/classes/Plane.md
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Plane
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=====
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DEPRECATED
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Plane
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=====
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+
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DEPRECATED
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data/classes/Plane.txt
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defined by Attachment0. The plane origin is at Attachment0 and the plane unit
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normal is the primary axis of Attachment0. This means that Attachment0 and
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Attachment1 will move to a position/orientation such that the distance between
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Plane: DEPRECATEDConstrains Attachment0 and Attachment1 such that both points lie in an plane
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defined by Attachment0. The plane origin is at Attachment0 and the plane unit
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normal is the primary axis of Attachment0. This means that Attachment0 and
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Attachment1 will move to a position/orientation such that the distance between
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data/classes/Platform.md
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Platform
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========
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Not Creatable
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Platform
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========
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+
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Not Creatable
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data/classes/Platform.txt
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anchor their torso to the brick. This allows for the creation of vehicles that
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players can stand in and not be flung about the cabin/deck of the vehicle.
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The Platform is almost identical to the Seat object, except that
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Platform: Not CreatableThe Platform object creates a brick that when touched by a Player will
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anchor their torso to the brick. This allows for the creation of vehicles that
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players can stand in and not be flung about the cabin/deck of the vehicle.
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The Platform is almost identical to the Seat object, except that
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data/classes/Player.md
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Player
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======
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A Player object is a client that is currently connected. These objects are added to the [Players](/docs/reference/engine/classes/Players) service when a new player connects, then removed when they eventually disconnect from the server.
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Player
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======
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A Player object is a client that is currently connected. These objects are added to the [Players](/docs/reference/engine/classes/Players) service when a new player connects, then removed when they eventually disconnect from the server.
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data/classes/Player.txt
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added to the Players service when a new player connects, then removed
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when they eventually disconnect from the server.
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The Instance.Name property reflects the player's username. When saving
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Player: A Player object is a client that is currently connected. These objects are
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added to the Players service when a new player connects, then removed
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when they eventually disconnect from the server.
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The Instance.Name property reflects the player's username. When saving
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data/classes/Players.md
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Players
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=======
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Not Creatable
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Players
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=======
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Not Creatable
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data/classes/Players.txt
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connected clients to a Roblox server. It also contains information about a
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place's configuration. It can fetch information about players not connected to
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the server, such as character appearances, friends, and avatar thumbnail.Code SamplesThis code sample listens for players spawning and gives them Sparkles in their
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Players: Not CreatableServiceThe Players service contains Player objects for presently
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connected clients to a Roblox server. It also contains information about a
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place's configuration. It can fetch information about players not connected to
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the server, such as character appearances, friends, and avatar thumbnail.Code SamplesThis code sample listens for players spawning and gives them Sparkles in their
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scraper.js
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// Convert HTML to markdown & write it to a file
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await fs.writeFile(
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path.join(classesPath, `${classes[i]}.md`),
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-
turndownService.turndown(pageHtml.html),
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"utf8"
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);
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await fs.writeFile(
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path.join(classesPath, `${classes[i]}.txt`),
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pageHtml.text,
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"utf8"
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);
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console.log(`Saved: ${classes[i]}.md`);
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// Convert HTML to markdown & write it to a file
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await fs.writeFile(
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path.join(classesPath, `${classes[i]}.md`),
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turndownService.turndown(pageHtml.html).replace(/Show Deprecated/, ""),
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"utf8"
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);
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await fs.writeFile(
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path.join(classesPath, `${classes[i]}.txt`),
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+
pageHtml.text.replace(/Show Deprecated/, ": "),
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"utf8"
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);
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console.log(`Saved: ${classes[i]}.md`);
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