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fix docs
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examples/ecs/fallible_params.rs

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@@ -120,9 +120,9 @@ fn move_targets(mut enemies: Query<(&mut Transform, &mut Enemy)>, time: Res<Time
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/// If there is one, player will track it.
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/// If there are too many enemies, the player will cease all action (the system will not run).
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fn move_pointer(
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// `QuerySingle` ensures the system runs ONLY when exactly one entity exists.
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// `QuerySingle` ensures the system runs ONLY when exactly one matching entity exists.
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mut player: QuerySingle<(&mut Transform, &Player)>,
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// `Option<QuerySingle>` ensures that the system runs ONLY when zero or one entity exists.
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// `Option<QuerySingle>` ensures that the system runs ONLY when zero or one matching entity exists.
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enemy: Option<QuerySingle<&Transform, (With<Enemy>, Without<Player>)>>,
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time: Res<Time>,
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) {

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