summaryrefslogblamecommitdiffstats
path: root/Server/Plugins/APIDump/APIDesc.lua
blob: ff704539f20adc4053cf9a834e9347f840caf5f4 (plain) (tree)
1
2
3
4
5
6
7
8
9
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
5125
5126
5127
5128
5129
5130
5131
5132
5133
5134
5135
5136
5137
5138
5139
5140
5141
5142
5143
5144
5145
5146
5147
5148
5149
5150
5151
5152
5153
5154
5155
5156
5157
5158
5159
5160
5161
5162
5163
5164
5165
5166
5167
5168
5169
5170
5171
5172
5173
5174
5175
5176
5177
5178
5179
5180
5181
5182
5183
5184
5185
5186
5187
5188
5189
5190
5191
5192
5193
5194
5195
5196
5197
5198
5199
5200
5201
5202
5203
5204
5205
5206
5207
5208
5209
5210
5211
5212
5213
5214
5215
5216
5217
5218
5219
5220
5221
5222
5223
5224
5225
5226
5227
5228
5229
5230
5231
5232
5233
5234
5235
5236
5237
5238
5239
5240
5241
5242
5243
5244
5245
5246
5247
5248
5249
5250
5251
5252
5253
5254
5255
5256
5257
5258
5259
5260
5261
5262
5263
5264
5265
5266
5267
5268
5269
5270
5271
5272
5273
5274
5275
5276
5277
5278
5279
5280
5281
5282
5283
5284
5285
5286
5287
5288
5289
5290
5291
5292
5293
5294
5295
5296
5297
5298
5299
5300
5301
5302
5303
5304
5305
5306
5307
5308
5309
5310
5311
5312
5313
5314
5315
5316
5317
5318
5319
5320
5321
5322
5323
5324
5325
5326
5327
5328
5329
5330
5331
5332
5333
5334
5335
5336
5337
5338
5339
5340
5341
5342
5343
5344
5345
5346
5347
5348
5349
5350
5351
5352
5353
5354
5355
5356
5357
5358
5359
5360
5361
5362
5363
5364
5365
5366
5367
5368
5369
5370
5371
5372
5373
5374
5375
5376
5377
5378
5379
5380
5381
5382
5383
5384
5385
5386
5387
5388
5389
5390
5391
5392
5393
5394
5395
5396
5397
5398
5399
5400
5401
5402
5403
5404
5405
5406
5407
5408
5409
5410
5411
5412
5413
5414
5415
5416
5417
5418
5419
5420
5421
5422
5423
5424
5425
5426
5427
5428
5429
5430
5431
5432
5433
5434
5435
5436
5437
5438
5439
5440
5441
5442
5443
5444
5445
5446
5447
5448
5449
5450
5451
5452
5453
5454
5455
5456
5457
5458
5459
5460
5461
5462
5463
5464
5465
5466
5467
5468
5469
5470
5471
5472
5473
5474
5475
5476
5477
5478
5479
5480
5481
5482
5483
5484
5485
5486
5487
5488
5489
5490
5491
5492
5493
5494
5495
5496
5497
5498
5499
5500
5501
5502
5503
5504
5505
5506
5507
5508
5509
5510
5511
5512
5513
5514
5515
5516
5517
5518
5519
5520
5521
5522
5523
5524
5525
5526
5527
5528
5529
5530
5531
5532
5533
5534
5535
5536
5537
5538
5539
5540
5541
5542
5543
5544
5545
5546
5547
5548
5549
5550
5551
5552
5553
5554
5555
5556
5557
5558
5559
5560
5561
5562
5563
5564
5565
5566
5567
5568
5569
5570
5571
5572
5573
5574
5575
5576
5577
5578
5579
5580
5581
5582
5583
5584
5585
5586
5587
5588
5589
5590
5591
5592
5593
5594
5595
5596
5597
5598
5599
5600
5601
5602
5603
5604
5605
5606
5607
5608
5609
5610
5611
5612
5613
5614
5615
5616
5617
5618
5619
5620
5621
5622
5623
5624
5625
5626
5627
5628
5629
5630
5631
5632
5633
5634
5635
5636
5637
5638
5639
5640
5641
5642
5643
5644
5645
5646
5647
5648
5649
5650
5651
5652
5653
5654
5655
5656
5657
5658
5659
5660
5661
5662
5663
5664
5665
5666
5667
5668
5669
5670
5671
5672
5673
5674
5675
5676
5677
5678
5679
5680
5681
5682
5683
5684
5685
5686
5687
5688
5689
5690
5691
5692
5693
5694
5695
5696
5697
5698
5699
5700
5701
5702
5703
5704
5705
5706
5707
5708
5709
5710
5711
5712
5713
5714
5715
5716
5717
5718
5719
5720
5721
5722
5723
5724
5725
5726
5727
5728
5729
5730
5731
5732
5733
5734
5735
5736
5737
5738
5739
5740
5741
5742
5743
5744
5745
5746
5747
5748
5749
5750
5751
5752
5753
5754
5755
5756
5757
5758
5759
5760
5761
5762
5763
5764
5765
5766
5767
5768
5769
5770
5771
5772
5773
5774
5775
5776
5777
5778
5779
5780
5781
5782
5783
5784
5785
5786
5787
5788
5789
5790
5791
5792
5793
5794
5795
5796
5797
5798
5799
5800
5801
5802
5803
5804
5805
5806
5807
5808
5809
5810
5811
5812
5813
5814
5815
5816
5817
5818
5819
5820
5821
5822
5823
5824
5825
5826
5827
5828
5829
5830
5831
5832
5833
5834
5835
5836
5837
5838
5839
5840
5841
5842
5843
5844
5845
5846
5847
5848
5849
5850
5851
5852
5853
5854
5855
5856
5857
5858
5859
5860
5861
5862
5863
5864
5865
5866
5867
5868
5869
5870
5871
5872
5873
5874
5875
5876
5877
5878
5879
5880
5881
5882
5883
5884
5885
5886
5887
5888
5889
5890
5891
5892
5893
5894
5895
5896
5897
5898
5899
5900
5901
5902
5903
5904
5905
5906
5907
5908
5909
5910
5911
5912
5913
5914
5915
5916
5917
5918
5919
5920
5921
5922
5923
5924
5925
5926
5927
5928
5929
5930
5931
5932
5933
5934
5935
5936
5937
5938
5939
5940
5941
5942
5943
5944
5945
5946
5947
5948
5949
5950
5951
5952
5953
5954
5955
5956
5957
5958
5959
5960
5961
5962
5963
5964
5965
5966
5967
5968
5969
5970
5971
5972
5973
5974
5975
5976
5977
5978
5979
5980
5981
5982
5983
5984
5985
5986
5987
5988
5989
5990
5991
5992
5993
5994
5995
5996
5997
5998
5999
6000
6001
6002
6003
6004
6005
6006
6007
6008
6009
6010
6011
6012
6013
6014
6015
6016
6017
6018
6019
6020
6021
6022
6023
6024
6025
6026
6027
6028
6029
6030
6031
6032
6033
6034
6035
6036
6037
6038
6039
6040
6041
6042
6043
6044
6045
6046
6047
6048
6049
6050
6051
6052
6053
6054
6055
6056
6057
6058
6059
6060
6061
6062
6063
6064
6065
6066
6067
6068
6069
6070
6071
6072
6073
6074
6075
6076
6077
6078
6079
6080
6081
6082
6083
6084
6085
6086
6087
6088
6089
6090
6091
6092
6093
6094
6095
6096
6097
6098
6099
6100
6101
6102
6103
6104
6105
6106
6107
6108
6109
6110
6111
6112
6113
6114
6115
6116
6117
6118
6119
6120
6121
6122
6123
6124
6125
6126
6127
6128
6129
6130
6131
6132
6133
6134
6135
6136
6137
6138
6139
6140
6141
6142
6143
6144
6145
6146
6147
6148
6149
6150
6151
6152
6153
6154
6155
6156
6157
6158
6159
6160
6161
6162
6163
6164
6165
6166
6167
6168
6169
6170
6171
6172
6173
6174
6175
6176
6177
6178
6179
6180
6181
6182
6183
6184
6185
6186
6187
6188
6189
6190
6191
6192
6193
6194
6195
6196
6197
6198
6199
6200
6201
6202
6203
6204
6205
6206
6207
6208
6209
6210
6211
6212
6213
6214
6215
6216
6217
6218
6219
6220
6221
6222
6223
6224
6225
6226
6227
6228
6229
6230
6231
6232
6233
6234
6235
6236
6237
6238
6239
6240
6241
6242
6243
6244
6245
6246
6247
6248
6249
6250
6251
6252
6253
6254
6255
6256
6257
6258
6259
6260
6261
6262
6263
6264
6265
6266
6267
6268
6269
6270
6271
6272
6273
6274
6275
6276
6277
6278
6279
6280
6281
6282
6283
6284
6285
6286
6287
6288
6289
6290
6291
6292
6293
6294
6295
6296
6297
6298
6299
6300
6301
6302
6303
6304
6305
6306
6307
6308
6309
6310
6311
6312
6313
6314
6315
6316
6317
6318
6319
6320
6321
6322
6323
6324
6325
6326
6327
6328
6329
6330
6331
6332
6333
6334
6335
6336
6337
6338
6339
6340
6341
6342
6343
6344
6345
6346
6347
6348
6349
6350
6351
6352
6353
6354
6355
6356
6357
6358
6359
6360
6361
6362
6363
6364
6365
6366
6367
6368
6369
6370
6371
6372
6373
6374
6375
6376
6377
6378
6379
6380
6381
6382
6383
6384
6385
6386
6387
6388
6389
6390
6391
6392
7305
7306
7307
7308
7309
7310
7311
7312
7313
7314
7315
7316
7317
7318
7319
7320
7321
7322
7323
7324
7325
7326
7327
7328
7329
7330
7331
7332
7333
7334
7335
7336
7337
7338
7339
7340
7341
7342
7343
7344
7345
7346
7347
7348
7349
7350
7351
7352
7353
7354
7355
7356
7357
7358
7359
7360
7361
7362
7363
7364
7365
7366
7367
7368
7369
7370
7371
7372
7373
7374
7375
7376
7377
7378
7379
7380
7381
7382
7383
7384
7385
7386
7387
7388
7389
7390
7391
7392
7393
7394
7395
7396
7397
7398
7399
7400
7401
7402
7403
7404
7405
7406
7407
7408
7409
7410
7411
7412
7413
7414
7415
7416
7417
7418
7419
7420
7421
7422
7423
7424
7425
7426
7427
7428
7429
7430
7431
7432
7433
7434
7435
7436
7437
7438
7439
7440
7441
7442
7443
7444
7445
7446
7447
7448
7449
7450
7451
7452
7453
7454
7455
7456
7457
7458
7459
7460
7461
7462
7463
7464
7465
7466
7467
7468
7469
7470
7471
7472
7473
7474
7475
7476
7477
7478
7479
7480
7481
7482
7483
7484
7485
7486
7487
7488
7489
7490
7491
7492
7493
7494
7495
7496
7497
7498
7499
7500
7501
7502
7503
7504
7505
7506
7507
7508
7509
7510
7511
7512
7513
7514
7515
7516
7517
7518
7519
7520
7521
7522
7523
7524
7525
7526
7527
7528
7529
7530
7531
7532
7533
7534
7535
7536
7537
7538
7539
7540
7541
7542
7543
7544
7545
7546
7547
7548
7549
7550
7551
7552
7553
7554
7555
7556
7557
7558
7559
7560
7561
7562
7563
7564
7565
7566
7567
7568
7569
7570
7571
7572
7573
7574
7575
7576
7577
7578
7579
7580
7581
7582
7583
7584
7585
7586
7587
7588
7589
7590
7591
7592
7593
7594
7595
7596
7597
7598
7599
7600
7601
7602
7603
7604
7605
7606
7607
7608
7609
7610
7611
7612
7613
7614
7615
7616
7617
7618
7619
7620
7621
7622
7623
7624
7625
7626
7627
7628
7629
7630
7631
7632
7633
7634
7635
7636
7637
7638
7639
7640
7641
7642
7643
7644
7645
7646
7647
7648
7649
7650
7651
7652
7653
7654
7655
7656
7657
7658
7659
7660
7661
7662
7663
7664
7665
7666
7667
7668
7669
7670
7671
7672
7673
7674
7675
7676
7677
7678
7679
7680
7681
7682
7683
7684
7685
7686
7687
7688
7689
7690
7691
7692
7693
7694
7695
7696
7697
7698
7699
7700
7701
7702
7703
7704
7705
7706
7707
7708
7709
7710
7711
7712
7713
7714
7715
7716
7717
7718
7719
7720
7721
7722
7723
7724
7725
7726
7727
7728
7729
7730
7731
7732
7733
7734
7735
7736
7737
7738
7739
7740
7741
7742
7743
7744
7745
7746
7747
7748
7749
7750
7751
7752
7753
7754
7755
7756
7757
7758
7759
7760
7761
7762
7763
7764
7765
7766
7767
7768
7769
7770
7771
7772
7773
7774
7775
7776
7777
7778
7779
7780
7781
7782
7783
7784
7785
7786
7787
7788
7789
7790
7791
7792
7793
7794
7795
7796
7797
7798
7799
7800
7801
7802
7803
7804
7805
7806
7807
7808
7809
7810
7811
7812
7813
7814
7815
7816
7817
7818
7819
7820
7821
7822
7823
7824
7825
7826
7827
7828
7829
7830
7831
7832
7833
7834
7835
7836
7837
7838
7839
7840
7841
7842
7843
7844
7845
7846
7847
7848
7849
7850
7851
7852
7853
7854
7855
7856
7857
7858
7859
7860
7861
7862
7863
7864
7865
7866
7867
7868
7869
7870
7871
7872
8331
8332
8333
8334
8335
8336
8337
8338
8339
8340
8341
8342
8343
8344
8345
8346
8347
8348
8349
8350
8351
8352
8353
8354
8355
8356
8357
8358
8359
8360
8361
8362
8363
8364
8365
8366
8367
8368
8369
8370
8371
8372
8373
8374
8375
8376
8377
8378
8379
8380
8381
8382
8383
8384
8385
8386
8387
8388
8389
8390
8391
8392
8393
8394
8395
8396
8397
8398
8399
8400
8401
8402
8403
8404
8405
8406
8407
8408
8409
8410
8411
8412
8413
8414
8415
8416
8417
8418
8419
8420
8421
8422
8423
8424
8425
8426
8427
8428
8429
8430
8431
8432
8433
8434
8435
8436
8437
8438
8439
8440
8441
8442
8443
8444
8445
8446
8447
8448
8449
8450
8451
8452
8453
8454
8455
8456
8457
8458
8459
8460
8461
8462
8463
8464
8465
8466
8467
8468
8469
8470
8471
8472
8473
8474
8475
8476
8477
8478
8479
8480
8481
8482
8483
8484
8485
8486
8487
8488
8489
8490
8491
8492
8493
8494
8495
8496
8497
8498
8499
8500
8501
8502
8503
8504
8505
8506
8507
8508
8509
8510
8511
8512
8513
8514
8515
8516
8517
8518
8519
8520
8521
8522
8523
8524
8525
8526
8527
8528
8529
8530
8531
8532
8533
8534
8535
8536
8537
8538
8539
8540
8541
8542
8543
8544
8545
8546
8547
8548
8549
8550
8551
8552
8553
8554
8555
8556
8557
8558
8559
8560
8561
8562
8563
8564
8565
8566
8567
8568
8569
8570
8571
8572
8573
8574
8575
8576
8577
8578
8579
8580
8581
8582
8583
8584
8585
8586
8587
8588
8589
8590
8591
8592
8593
8594
8595
8596
8597
8598
8599
8600
8601
8602
8603
8604
8605
8606
8607
8608
8609
8610
8611
8612
8613
8614
8615
8616
8617
8618
8619
8620
8621
8622
8623
8624
8625
8626
8627
8628
8629
8630
8631
8632
8633
8634
8635
8636
8637
8638
8639
8640
8641
8642
8643
8644
8645
8646
8647
8648
8649
8650
8651
8652
8653
8654
8655
8656
8657
8658
8659
8660
8661
8662
8663
8664
8665
8666
9129
9130
9131
9132
9133
9134
9135
9136
9137
9138
9139
9140
9141
9142
9143
9144
9145
9146
9147
9148
9149
9150
9151
9152
9153
9154
9155
9156
9157
9158
9159
9160
9161
9162
9163
9164
9165
9166
9167
9168
9169
9170
9171
9172
9173
9174
9175
9176
9177
9178
9179
9180
9181
9182
9183
9184
9185
9186
9187
9188
9189
9190
9191
9192
9193
9194
9195
9196
9197
9198
9199
9200
9201
9202
9203
9204
9205
9206
9207
9208
9209
9210
9211
9212
9213
9214
9215
9216
9217
9218
9219
9220
9221
9222
9223
9224
9225
9226
9227
9228
9229
9230
9231
9232
9233
9234
9235
9236
9237
9238
9239
9240
9241
9242
9243
9244
9245
9246
9247
9248
9249
9250
9251
9252
9253
9254
9255
9256
9257
9258
9259
9260
9261
9262
9263
9264
9265
9266
9267
9268
9269
9270
9271
9272
9273
9274
9275
9276
9277
9278
9279
9280
9281
9282
9283
9284
9285
9286
9287
9288
9289
9290
9291
9292
9293
9294
9295
9296
9297
9298
9299
9300
9301
9302
9303
9304
9305
9306
9307
9308
9309
9310
9311
9312
9313
9314
9315
9316
9317
9318
9319
9320
9321
9322
9323
9324
9325
9326
9327
9328
9329
9330
9331
9332
9333
9334
9335
9336
9337
9338
9339
9340
9341
9342
9343
9344
9345
9346
9347
9348
9349
9350
9351
9352
9353
9354
9355
9356
9357
9358
9359
9360
9361
9362
9363
9364
9365
9366
9367
9368
9369
9370
9371
9372
9373
9374
9375
9376
9377
9378
9379
9380
9381
9382
9383
9384
9385
9386
9387
9388
9389
9390
9391
9392
9393
9394
9395
9396
9397
9398
9399
9400
9401
9402
9403
9404
9405
9406
9407
9408
9409
9410
9411
9412
9413
9414
9415
9416
9417
9418
9419
9420
9421
9422
9423
9424
9425
9426
9427
9428
9429
9430
9431
9432
9433
9434
9435
9436
9437
9438
9439
9440
9441
9442
9443
9444
9445
9446
9447
9448
9449
9450
9451
9452
9453
9454
9455
9456
9457
9458
9459
9460
9461
9462
9463
9464
9465
9466
9467
9468
9469
9470
9471
9472
9473
9474
9475
9476
9477
9478
9479
9480
9481
9482
9483
9484
9485
9486
9487
9488
9489
9490
9491
9492
9493
9494
9495
9496
9497
9498
9499
9500
9501
9502
9503
9504
9505
9506
9507
9508
9509
9510
9511
9512
9513
9514
9515
9516
9517
9518
9519
9520
9521
11678
11679
11680
11681
11682
11683
11684
11685
11686
11687
11688
11689
11690
11691
11692
11693
11694
11695
11696
11697
11698
11699
11700
11701
11702
11703
11704
11705
11706
11707
11708
11709
11710
11711
11712
11713
11714
11715
11716
11717
11718
11719
11720
11721
11722
11723
11724
11725
11726
11727
11728
11729
11730
11731
11732
11733
11734
11735
11736
11737
11738
11739
11740
11741
11742
11743
11744
11745
11746
11747
11748
11749
11750
11751
11752
11753
11754
11755
11756
11757
11758
11759
11760
11761
11762
11763
11764
11765
11766
11767
11768
11769
11770
11771
11772
11773
11774
11775
11776
11777
11778
11779
11780
11781
11782
11783
11784
11785
11786
11787
11788
11789
11790
11791
11792
11793
11794
11795
11796
11797
11798
11799
11800
11801
11802
11803
11804
11805
11806
11807
11808
11809
11810
11811
11812
11813
11814
11815
11816
11817
11818
11819
11820
11821
11822
11823
11824
11825
11826
11827
11828
11829
11830
11831
11832
11833
11834
11835
11836
11837
11838
11839
11840
11841
11842
11843
11844
11845
11846
11847
11848
11849
11850
11851
11852
11853
11854
11855
11856
11857
11858
11859
11860
11861
11862
11863
11864
11865
11866
11867
11868
11869
11870
11871
11872
11873
11874
11875
11876
11877
11878
11879
11880
11881
11882
11883
11884
11885
11886
11887
11888
11889
11890
11891
11892
11893
11894
11895
11896
11897
11898
11899
11900
11901
11902
11903
11904
11905
11906
11907
11908
11909
11910
11911
11912
11913
11914
11915
11916
11917
11918
11919
11920
11921
11922
11923
11924
11925
11926
11927
11928
11929
11930
11931
11932
11933
11934
11935
11936
11937
11938
11939
11940
11941
11942
11943
11944
11945
11946
11947
11948
11949
11950
11951
11952
11953
11954
11955
11956
11957
11958
11959
11960
11961
11962
11963
11964
11965
11966
11967
11968
11969
11970
11971
11972
11973
11974
11975
11976
11977
11978
11979
11980
11981
11982
11983
11984
11985
11986
11987
11988
11989
11990
11991
11992
11993
11994
11995
11996
11997
11998
11999
12000
12216
12217
12218
12219
12220
12221
12222
12223
12224
12225
12226
12227
12228
12229
12230
12231
12232
12233
12234
12235
12236
12237
12238
12239
12240
12241
12242
12243
12244
12245
12246
12247
12248
12249
12250
12251
12252
12253
12254
12255
12256
12257
12258
12259
12260
12261
12262
12263
12264
12265
12266
12267
12268
12269
12270
12271
12272
12273
12274
12275
12276
12277
12278
12279
12280
12281
12282
12283
12284
12285
12286
12287
12288
12289
12290
12291
12292
12293
12294
12295
12296
12297
12298
12299
12300
12301
12302
12303
12304
12305
12306
12307
12308
12309
12310
12311
12312
12313
12314
12315
12316
12317
12318
12319
12320
12321
12322
12323
12324
12325
12326
12327
12328
12329
12330
12331
12332
12333
12334
12335
12336
12337
12338
12339
12340
12341
12342
12343
12344
12345
12346
12347
12348
12349
12350
12351
12352
12353
12354
12355
12356
12357
12358
12359
12360
12361
12362
12363
12364
12365
12366
12367
12368
12369
12370
12371
12372
12373
12374
12375
12376
12377
12378
12379
12380
12381
12382
12383
12384
12385
12386
12387
12388
12389
12390
12391
12392
12393
12394
12395
12396
12397
12398
12399
12400
12401
12402
12403
12404
12405
12406
12407
12408
12409
12410
12411
12412
12413
12414
12415
12416
12417
12418
12419
12420
12421
12422
12423
12424
12425
12426
12427
12428
12429
12430
12431
12432
12433
12434
12435
12436
12437
12438
12439
12440
12441
12442
12443
12444
12445
12446
12447
12448
12449
12450
12451
12452
12453
12454
12455
12456
12457
12458
12459
12460
12461
12462
12463
12464
12465
12466
12467
12468
12469
12470
12471
12472
12473
12474
13616
13617
13618
13619
13620
13621
13622
13623
13624
13625
13626
13627
13628
13629
13630
13631
13632
13633
13634
13635
13636
13637
13638
13639
13640
13641
13642
13643
13644
13645
13646
13647
13648
13649
13650
13651
13652
13653
13654
13655
13656
13657
13658
13659
13660
13661
13662
13663
13664
13665
13666
13667
13668
13669
13670
13671
13672
13673
13674
13675
13676
13677
13678
13679
13680
13681
13682
13683
13684
13685
13686
13687
13688
13689
13690
13691
13692
13693
13694
13695
13696
13697
13698
13699
13700
13701
13702
13703
13704
13705
13706
13707
13708
13709
13710
13711
13712
13713
13714
13715
13716
13717
13718
13719
13720
13721
13722
13723
13724
13725
13726
13727
13728
13729
13730
13731
13732
13733
13734
13735
13736
13737
13738
13739
13740
13741
13742
13743
13744
13745
13746
13747
13748
13749
13750
13751
13752
13753
13754
13755
13756
13757
13758
13759
13760
13761
13762
13763
13764
13765
13766
13767
13768
13769
13770
13771
13772
13773
13774
13775
13776
13777
13778
13779
13780
13781
13782
13783
13784
13785
13786
13787
13788
13789
13790
13791
13792
13793
13794
13795
13796
13797
13798
13799
13800
13801
13802
13803
13804
13805
13806
13807
13808
13809
13810
13811
13812
13813
13814
13815
13816
13817
13818
13819
13820
13821
13822
13823
13824
13825
13826
13827
13828
13829
13830
13831
13832
13833
13834
13835
13836
13837
13838
13839
13840
13841
13842
13843
13844
13845
13846
13847
13848
13849
13850
13851
13852
13853
13854
13855
13856
13857
13858
13859
13860
13861
13862
13863
13864
13865
13866
13867
13868
13869
13870
13871
13872
13873
13874
13875
13876
13877
13878
13879
13880
13881
13882
13883
13884
13885
13886
13887
13888
13889
13890
13891
13892
13893
13894
13895
13896
13897
13898
13899
13900
13901
13902
13903
13904
13905
13906
13907
13908
13909
13910
13911
13912
13913
      

                 
         
                    



                                                                                                                                         
 

                                   
                                              
                                 



















                                                                                                                             
                           
 



                                                                                      
 

                                        
                                                                             






                                                                                                                                                                         
 



                                                                                                       
 










                                                                                                           
 
                                                                                                                   
                  
                    
 


                                 
                                                                             


                                   



















































                                                                                                                     
                                                                                                                                                                   
                                  
















                                                                                                                 
                                  













































                                                                                                               





                                                                        
                                                                                                                                          


































                                                                                                            
                                                                                                                                 
















                                                                           
                                                                                                               
                                  
                                               














                                                                           
                                                                                                                             
                                  
                                                      














                                                                           
                                                                                                                                        
                                  
                                            














                                                                           


















                                                                                                               
                                  

















                                                                                                      

















                                                                                                                     


                                   


                                                        
                                                                                                                                                                  
                                  


                                                      
                                                                                                                                                      



                                                      
                                                                                                                                                                               
                                  


                                                        
                                                                                                                                                                               
                                  


                                                      
                                                                                                                                      



                                                      
                                                                                                                                                       



                                                        
                                                                                                                                                           



                                                      
                                                                                                                                                  



                                                      
                                                                                                                                            
                                  


                                                        
                                                                                                                                                         



                                                      
                                                                                                                                                                                


                                  

                            


                                                                                             
                                   
                         
 

                                   
                         
                                       
                                 
                                                   
                                  
                                      
                                 


                                                   
                                 
                                                   
                                  
                                       
                                 


                                                                                                     
                                 
































































































































































































































































































































































































































































































































































































































































































































































































































































































                                                                                                                                                                                                                                                                                                                                                                                                                        














                                                                                                                   

                          

                               
                                 


                                                                                                                                   
                           

                                   



























                                                                                                                                                                                                                                                                                                                                                         









                                                                                                  





















































































































                                                                                                                                                                                                                                   









                                                                                                   






                                                                      
                                                                       







                                                                         
                                                                                                                                                                                                                                                                                                                       





















































                                                                                                                                                                 



                                                                                                                                                                                               














                                                                                                     















































                                                                                                                                                                                             








                                                                           






















                                                                                                                                                                                                                                              



















                                                                        
                                                                                                                                                                                                                                                                                                   
                                  


















                                                                                                                                                                                                                






























































                                                                                                                                                                                                                                                                                                                                                         


                                   







                                                                                         
                          
                  











































































































































































                                                                                                                                                






                                                                                                                                    


                                                                                                                                












                                                                                                                                  
                                                                                                                                                               


                                   

























































































































                                                                                                                                                           





                                                                      

                                                                                     

                                             
                                         
                                                                                        














                                                                                        
                                                                                        



































































































                                                                                                                                                                                                                                                                                                                                                                                                                                                    
                          












                                                                                                                                                
                                                                                                          






                                                                                                                                   

                          

                               
                                 
                                                                                                  

                                                                                                                                




                                                                                                                               
                           

                                   
















































































                                                                                                                                                                                                                             
                                         
                                 











































                                                                                                
                                  
                          
                  

                                 

                                                                                                                                                                                                                                                                                                                                                                                                                                                                                 
    
                                                                                                                         


                                   
                                       
                                 
                                                                                                         
                                  
                                                    
                                 







                                                                                                                                    
                                  









































































































































                                                                                                                                      

                                                                                           
                                                                                                                                       




                                                                                                                                                                                                                

                                   











































































                                                                                                                                              
                          
                  

                               













                                                                                                                                    

                                   

























                                                                                                                                                                                                                                                   

                                             




















































                                                                                                                                                      
















                                                                                                                                                                         




































































                                                                                                                                                                
                                  


                                   































































































                                                          

                          

                         














                                                                                                                                    
                                                                                                                              


                                                                                                                                   
                           

                                   

                                             




























































                                                                                                                          
                                  

                                          





























                                                                                                                     
                                 









                                                                                                              
                                 







                                                                                                              
                                  
                                           
                                 








                                                                                                              










                                                                                                                               
                                                    
                                 













                                                                                                                       
                                  
                                         
                                 








                                                                                                                                                                              
                                  









                                                                                                                                         
                                             
                                 








                                                                                                                                                                 
                                 





















                                                                                                                                                                                                                
                                  
                                           
                                 






                                                                                                                 
                                  
                                           
                                 






                                                                                                                 
                                  
                                          
                                 






                                                                                                                          
                                  
                                                
                                 
                                                        





                                                                        
                                                                                                                                                    
                                  









                                                                                                                              
























                                                                                                                                                                                                                                    
                                               
                                 



                                                                            
                                                                                     

                                                  
                                                                                                                                                                                                                                                                               
                                  
                                                  
                                 






                                                                                                                                                                 
                                  
                                                       
                                 






                                                                                                                                                                           
                                  
                                                   
                                 






                                                                                                                                                                   
                                  
                                                     
                                 






                                                                                                                                                                       
                                  
                                                   
                                 






                                                                                                                                                                   
                                  









                                                                                                                                                                           
                                            
                                 






                                                                                                                                               
                                  
                                            
                                 








                                                                                                                             
                                 






                                                                                            
                                  
                                           
                                 






                                                                                            
                                  
                                                      
                                 






                                                                                                                                                                                                                                
                                  
                                                           
                                 













                                                                                                                                                                   
                                  
                                               
                                 








                                                                                                                               
                                 






                                                                                                    
                                  
                                              
                                 






                                                                                                                          
                                  
                                                
                                 






                                                                                                              
                                  
                                          
                                 






                                                                                                                                                                                                                                                
                                  
                                             
                                 






                                                                                                     
                                  
                                         
                                 






                                                                                            
                                  
                                         
                                 






                                                                                            
                                  
                                         
                                 






                                                                                            
                                  
                                                     
                                 













                                                                                                                                                                                                                                                                                                                                           
                                  
                                         
                                 






                                                                                                                        
                                  
                                          
                                 






                                                                                                  
                                  
                                           
                                 






                                                                                         
                                  
                                           
                                 






                                                                                         
                                  
                                           
                                 






























































































































































































                                                                                                                                                                                                                                                                       







































                                                                                                             









                                                                                               









                                                                                              































































































































                                                                                                                                           
                                                                                                                                                                 








                                                                         
                                                                                                                                                                                                                             































                                                                                                                                                                                                                                                                                                        




















                                                                                           
                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                               



















                                                                                           
                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                               






















                                                                                           






























                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                           


















                                                                                         




                                                                                   
                                          
                                                                                                                                                                                                                                                                                                                                                                                                                                                      

































                                                                                                                                                                                                                                                                    





































































































































                                                                                                                                                                   































































                                                                                               






































































































































                                                                                                                                                                                                                                                      
                                  


                                   



                                                                                                                                                                                           

























                                                                                      




                                                                              


































                                                                                                   
                         
                                             



                                                                                                                                       
                          

                               
                 

                                   



























































































                                                                                                                                                                       









                                                              
                       
                 
                                 




                                                                                                                                  


                                   
                                               
                                 







































































































































































































                                                                                                                                                                                                                                                                                                                                                          
                                                                       

                                                  
                                                                                                                                                                                                                                                                                                                                                          



























































































































                                                                                                                                                                                                                                                                      
                                  
                          

                          

                                 
                                                                                                 


                                   































                                                                                                                                                         








                                                                                                                                                                                                                   
                          
                                             

                                
                 

                                   





















                                                                                                       

                                             

                          

                                 


                                                                                                                                 
                                   






                                                                          
 






                                                                                                                                    
                                   





                                                                                                                                    
                           

                                   
                                                  
                                 









                                                                                                  
                                 



















































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































                                                                                                                                                                                                                                                                                                                          
                                                                                                                                                                                                                                                                                                                                                                                                           















































                                                                                                                                                        








                                                                                       
                                  































































































































































                                                                                                                                                                                                                                                                                      






                                                                                                                                       













































                                                                                                 









                                                                               
                                  
























































                                                                                                  







                                                                                          

















































                                                                                                                                        










































                                                                                                                                                                                                                                                                                                                                                      











































                                                                                           
                                                                               






























































































































































                                                                                                                                                                                                                                                                    
                                                                          








                                                                         
                                                                                                                                                                                                                                                                                                     






























                                                                                                                                                                                    





                                                                         













































                                                                                                                                                                                                                    
                                             
                                 

                                                                                                                

































































































































                                                                                                                                                                                                         
                                                                              









                                                                          
                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                             














                                                                                
                                                                              









                                                                          
                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                       























































































































































































































































































































































































































































































































































































                                                                                                                                                                                                                                  

                                                                                                            















                                                                                                                                                     

                                                                                        
















































                                                                                                                                    










                                                                                                                    











                                                                                        
                                                                                    



























































































































                                                                                                                                            
                                                        
















                                                                                                                                                                 
                                                        

















                                                                          
                                                                                                                                                                                                                                                                                                                                                
































































































                                                                                                                                                                                                                                                                                                                                  










                                                                                                                                                                                                                             































                                                                                                                                        










                                                                                                                                                                                                                                                                                                                                                                                                                                                                                      
























                                                                                                                                                                                                                                                                                                                                                                                                              
                                                                                                                                                                                                                                                                                 













                                                                                                             






                                                                                     



                                                                               
                               















































































































































































































































































































































                                                                                                                                                                                                                                                                                                                                                 


                                                                                                                                    



















                                                                                                                                    
                                                                       

                                                  
                                                                                                                                        







                                                                      
                                                                       





































































                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                 
                                                                       








                                                                            
                                                                                                                                                                     







                                                                      
                                                                       








                                                                           
                                                                                                                                                                                 











                                                                                                              









                                                                                             









                                                                                          






                                                                         
                                                                              








                                                                                  
                                                                                                                                                                                 




















                                                                                                                                                       










                                                                                                                                   
















                                                                                                                  
                                                                              

                                                  
                                                                                                                         


























































                                                                                                                                                             



















                                                                                                       
                                  






                                                                         
                                                                              







                                                                        
                                                                                                                                                                                 







                                                                         
                                                                              































                                                                                                                                   










                                                                                                                                    










                                                                                                                   














































                                                                                                                                                                                                             
                                                                              

                                                  
                                                                                                                                                                                              
                                  










                                                                                       








































































































































































































































































































































































































                                                                                                                                                                                                                         
                                                                                     



















                                                                                                                                                                                                                                                                                                              





                                                                            
                                                                                     









                                                                                                                        





                                                                            
                                                                                     



                                                                                            


                                             


















































































                                                                                                                                                                       























                                                                                                                                          

                                                                                 




















































































































                                                                                                                                                                          




                                                                                                                               
                                                                                                  


                                   









                                                                                                                                





































                                                                                                                                                             









                                                                                                                






























                                                                                                                                      





















                                                                                                                                                                                                                                               


















































                                                                                                                                               









                                                                                                 




































                                                                                                                                                                                         





                                                                        






















                                                                                                                                                                                                                                                   









































                                                                                                                                                                                  









                                                                                                         



















                                                                                                                                                     

























                                                                                                                                                              
                                                                           










































































                                                                                                                                                                                                                                                                                                                                      











                                                                                                                                            





                                                                        







                                                                                                                                                                                          
                                                                           












































                                                                                                                                                                                                                                                                                                                                                                                                                 









                                                                                  
























                                                                                                                                                                                                         
                                                                       

                                                  
                                                                                                                                                               










                                                                                                   
                                                 



                                                 
                                                                       

                                                  
                                                                                                                                       










                                                                                                                                                                                                               







                                                                        
                                                                                                                                                                                                                                                   
                                  



























































































































                                                                                                                                                                                                                                      
















                                                                                                                 




















                                                                                                                                                                            









                                                                                                                                                                                        







































































































                                                                                                                                                                               














































































                                                                                                                                                                                                                                                                                                                                                                                                                        
                                                                                                                      



































                                                                                                                                                                                                          















                                                                                                                                                                                                                                                





























































































                                                                                                                                                                                                                                               
                                                                                             










                                                                          
                                                                        



































                                                                                                                                                                                                                                                                                             





                                                                         












                                                                                                                                                                                                                                                           










                                                                                                                                                                











































                                                                                                                                                                                    



























                                                                                                                                                                                       
                                                                           



















                                                                                                                                                                                                                                                                           










                                                                                    
































                                                                                                                                                                                                              








                                                                        
                                                                                                                                                                                  
                                  










































































































                                                                                                                                                                                                         

                              





































































































































                                                                                                                                                                                                                          
                                                                       








































































































































































































                                                                                                                                                                                                                                                                                                                                                                                                                                           
                                                        

















                                                                                                                                                                                       

                                                               
                                                        














































                                                                                                                                                                                                    
                                                        

















































                                                                                                                                                                                                                      










                                                                                                                                                                                                                     


































































































































































































































































































































                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                  









                                                                                                        













































                                                                                                                        
                                                                        









                                                                                                                               


















                                                                                                        




















                                                                                                                                














                                                                                                             















                                                                                                                       
                                                        
















                                                                                         
                                                        




















                                                                                                                                                          
                                                        
















                                                                                      
                                                        
















                                                                                 
                                                        


































































































































































































































































                                                                                                                                                           
                                                                        









































































































                                                                                                                                                                                                                                                                   





































                                                                                                                                                   





























                                                                                                                                               
































































































































                                                                                                                                                                                     


















































































































































                                                                                                                                                                                              

                                                                               

























































































                                                                                                                                                                                                                                                                                       










                                                             


















































































































































































































































                                                                                                                                              
                         

                                 

                                                                                                                                 


                                   










































                                                                                                                                                                  












































                                                                                                                                            





























































































                                                                                                                                                                                                   
















                                                                                                                                                 
















                                                                                                                                      




























                                                                                                                                                                                                                                                                                          














                                                                                                                                                                                                                 









                                                                                                                                          














                                                                                                                                                                                                                               
















                                                                                                                                                  

































                                                                                                                                                                                                                                                                                                    









































































































































































































































































































                                                                                                                                                                                                                                          
















                                                                                                          













































































































                                                                                                                                                                                                                                                                                                             
                                                                           
















                                                                                                                                                                                                          
                                                                             
















                                                                                                                                                                                                     
                                                                            

                                                  
                                                                                                                                                                                                          


































                                                                                                                                                          
                                                                              

                                                  
                                                                                                                                                                                                            


































                                                                                                             
                          
                                   
                         



























































































































                                                                                                                               



















































































































                                                                                      



                                                                                    



                                                                                     







                                                                                     



                                                                                          



                                                                                    



















                                                                                 



                                                                                           



                                                                                  



                                                                                     



































































































                                                                                       







                                                                                   







                                                                                  



                                                                                          



                                                                                    











































































































































































                                                                                             



                                                                                          



                                                                                    



                                                                                           



                                                                                     











































































































                                                                                                 



                                                                                                



                                                                                          



                                                                                                



                                                                                          







                                                                                                 



                                                                                          



                                                                                    







                                                                               



                                                                                             



                                                                                       



























































































                                                                                       



                                                                            



                                                                            



                                                                                           



                                                                                      



                                                                              



                                                                                          



                                                                                    



































                                                                                      



                                                                                            



                                                                                      



































































                                                                                         



                                                                                         























                                                                                        



                                                                                   































































































































































                                                                                           



                                                                                                                  























                                                                                 



                                                                                                   















                                                                               



                                                                                           



                                                                                     































                                                                                         



                                                                                            



                                                                                      







                                                                          



                                                                              























                                                                               















                                                                                 



































































































                                                                                      



                                                                               















































                                                                                  



                                                                                















































                                                                                      



                                                                                







                                                                      



                                                                         















                                                                                 



                                                                              















































































































































































                                                                                       



                                                                              















                                                                               



                                                                              























                                                                                     


                                                                                             
                                  



















                                                                                



                                                                                   























































































                                                                                              



                                                                                      









                                                                         
                                                                                                               
















































































                                                                                      







                                                                                















                                                                            



                                                                                 



                                                                             







                                                                                























































                                                                                







                                                                                   











































                                                                                 























































































                                                                                                                                                                                                     



                                                                                                                         































































































































                                                                                                                                                   




















                                                                                                                                                                                                                                                                          
                                 
                                                                                                                                                                                         
                                  
                                                              
                                 


                                                                                                                                                                                         
                                 
                                                                                                                                                                                         
                                  







































                                                                                                                                                                                                  






















                                                                                                                                   
                                  







                                                                                                                           
                                       
                                 
                                                                                                                                 
                                  
                                                
                                 


                                                                                                                                                          
                                 






















                                                                                                                                                                 
                                 

                                                                                                                                                           



























































                                                                                                                                        















                                                                                  























                                                                   































                                                                                          
                          
                                        
                         
                                            
                                 















































































                                                                                                                                                     










                                                                                                                                              
                                                                                                                                   













                                                                                                                                                   







                                                                                                                                             


























                                                                                                                                                







                                                                      
                                              


                                                 
































                                                                 








                                                                                                                                     
                                                                                                                                              

                                           









                                                                                                  





                                                                                                                                                

                                           




























                                                                                                                                              







                                                                                                                              











































































































                                                                                                                       

















                                                                                                                        











































































































                                                                                                                                                            








                                                                                                               

                                                    



                                           
                                  
                          
                  



                                                                                   
                                                                                                                              







                                                                                                                                 
                                                                                                                                     



                                                                                                                             









                                                                                
                                                                        






                                                                                  
                                                                       



                                                                                                                                                        


                                   











                                                   








                                                                                                                                            
                                                                                                                                              












                                                                                                                                                                                                                                                                                                                                                            
                                                                                                                                          



















                                                                                                                                                                                                                                                   
 
































                                                                             

                          



                                 

                                   

                                          

                                                                                                                                                      
















                                                                                                                                  

                                                                                                                                                      














                                                                                  
                                                                                                                                     
                                                                                                                             






                                                                                                                                         
                            



                      



                                             

                                                                                                                                                      










                                                                                                                                                                                                                                                                     

                                                                                                                                                      







                                                                                                                           

                          

                                




                                                                                                                                  
                         
























                                                                                                                                                                                           
                          
                                        
                         





                                                                                                                                          
                                    









                                                                                                

                          


                                 
                                                                                                                             
                                                                                                                    
                                                                                                                                                     
                                                           


                                   
                                      
                                 

                                                                                                                                                      



                                                                        
                                                                     









                                                                         
                                                                     


                                                                                                                                                                                                                                                                                                   
                                  
                                         
                                 
                                                   
                                  
                                         
                                 
                                                   
                                  
                                                  
                                 
                                                   
                                  
                                         
                                 
                                                   
                                  
                                               
                                 
                                                   
                                  
                                      
                                 

                                                                                                                                                      



                                                                        
                                                                     









                                                                                                                                                                                                              
                                  
                          



























                                                                          
          
                       
         
                              
                                   







                            
          


                                 
                              

                                  


                                
                                   

                                          
                               
                                         
                                   
                            
                                 
                                
                             






                                        
          






                                                                 
                                               
                                
                                    
          

                         


                         
return
{
	Classes =
	{
		--[[
		-- What the APIDump plugin understands / how to document stuff:
		ExampleClassName =
		{
			Desc = "Description, exported as the first paragraph of the class page. Usually enclosed within double brackets."

			Functions =
			{
				FunctionName =
				{
					{
						Params =
						{
							{ Name = "BuiltInType", Type = "number"},
							{ Name = "ClassEnum", Type = "cClass#eEnum"},
							{ Name = "GlobalEnum", Type = "eEnum"},
						},
						Returns =
						{
							{ Type = "number" },
							{ Type = "self" },  -- Returns the same object on which it was called
						},
						Notes = "Notes 1"
					},
					{
						Params = {...},
						Returns = {...},
						Notes = "Notes 2",
					},
				},
			} ,

			Constants =
			{
				ConstantName = { Notes = "Notes about the constant" },
			} ,

			ConstantGroups =
			{
				eEnum =  -- also used as the HTML anchor name
				{
					Include = {"constant1", "constant2", "const_.*"},  -- Constants to include in this group, array of identifiers, accepts wildcards
					TextBefore = "This text will be written in front of the constant list",
					TextAfter = "This text will be written after the constant list",
					ShowInDescendants = false,  -- If false, descendant classes won't list these constants
				}
			},

			Variables =
			{
				VariableName = { Type = "string", Notes = "Notes about the variable" },
			} ,

			AdditionalInfo =  -- Paragraphs to be exported after the function definitions table
			{
				{
					Header = "Header 1",
					Contents = "Contents of the additional section 1",
				},
				{
					Header = "Header 2",
					Contents = "Contents of the additional section 2",
				}
			},

			Inherits = "ParentClassName",  -- Only present if the class inherits from another API class
		},
		--]]

		cBlockInfo =
		{
			Desc = [[
				This class is used to query block properties.
			]],
			Functions =
			{
				CanBeTerraformed =
				{
					IsStatic = true,
					Params =
					{
						{
							Name = "BlockType",
							Type = "number",
						},
					},
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns true if the block is suitable to be changed by a generator",
				},
				FullyOccupiesVoxel =
				{
					IsStatic = true,
					Params =
					{
						{
							Name = "BlockType",
							Type = "number",
						},
					},
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns whether the specified block fully occupies its voxel.",
				},
				Get =
				{
					IsStatic = true,
					Params =
					{
						{
							Name = "BlockType",
							Type = "number",
						},
					},
					Returns =
					{
						{
							Type = "cBlockInfo",
						},
					},
					Notes = "Returns the {{cBlockInfo}} structure for the specified block type. <b>OBSOLETE</b>, use static functions instead",
				},
				GetHardness =
				{
					IsStatic = true,
					Params =
					{
						{
							Name = "BlockType",
							Type = "number",
						},
					},
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the block's hardness. The bigger the harder the block.",
				},
				GetBlockHeight =
				{
					IsStatic = true,
					Params =
					{
						{
							Name = "BlockType",
							Type = "number",
						},
					},
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the block's hitbox height.",
				},
				GetLightValue =
				{
					IsStatic = true,
					Params =
					{
						{
							Name = "BlockType",
							Type = "number",
						},
					},
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns how much light the specified block emits on its own.",
				},
				GetPlaceSound =
				{
					IsStatic = true,
					Params =
					{
						{
							Name = "BlockType",
							Type = "number",
						},
					},
					Returns =
					{
						{
							Type = "string",
						},
					},
					Notes = "(<b>DEPRECATED</b>) Not used by cuberite internally and always returns an empty string.",
				},
				GetSpreadLightFalloff =
				{
					IsStatic = true,
					Params =
					{
						{
							Name = "BlockType",
							Type = "number",
						},
					},
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns how much light the specified block type consumes.",
				},
				IsOneHitDig =
				{
					IsStatic = true,
					Params =
					{
						{
							Name = "BlockType",
							Type = "number",
						},
					},
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns true if the specified block type will be destroyed after a single hit.",
				},
				IsPistonBreakable =
				{
					IsStatic = true,
					Params =
					{
						{
							Name = "BlockType",
							Type = "number",
						},
					},
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns true if a piston can break the specified block type.",
				},
				IsRainBlocker =
				{
					IsStatic = true,
					Params =
					{
						{
							Name = "BlockType",
							Type = "number",
						},
					},
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns true if the specified block type blocks rain from passing through.",
				},
				IsSkylightDispersant =
				{
					IsStatic = true,
					Params =
					{
						{
							Name = "BlockType",
							Type = "number",
						},
					},
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns true if skylight is impeded by passage through a block of the specified type.",
				},
				IsSnowable =
				{
					IsStatic = true,
					Params =
					{
						{
							Name = "BlockType",
							Type = "number",
						},
					},
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns whether the specified block type can hold snow atop.",
				},
				IsSolid =
				{
					IsStatic = true,
					Params =
					{
						{
							Name = "BlockType",
							Type = "number",
						},
					},
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns whether the specified block type is solid.",
				},
				IsTransparent =
				{
					IsStatic = true,
					Params =
					{
						{
							Name = "BlockType",
							Type = "number",
						},
					},
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns whether the specified block is transparent.",
				},
				IsUseableBySpectator =
				{
					IsStatic = true,
					Params =
					{
						{
							Name = "BlockType",
							Type = "number",
						},
					},
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns whether a spectator can interact with the specified block.",
				},
			},
			Variables =
			{
				m_BlockHeight =
				{
					Type = "number",
					Notes = "The height of the block, a value between 0.0 and 1.0. <b>OBSOLETE</b>, use cBlockInfo:GetBlockHeight() instead.",
				},
				m_CanBeTerraformed =
				{
					Type = "bool",
					Notes = "Is this block suited to be terraformed? <b>OBSOLETE</b>, use cBlockInfo:CanBeTerraformed() instead.",
				},
				m_FullyOccupiesVoxel =
				{
					Type = "bool",
					Notes = "Does this block fully occupy its voxel - is it a 'full' block? <b>OBSOLETE</b>, use cBlockInfo:FullyOccupiesVoxel() instead.",
				},
				m_Hardness =
				{
					Type = "number",
					Notes = "The greater the value the longer the player needs to break the block. <b>OBSOLETE</b>, use cBlockInfo:GetHardness() instead.",
				},
				m_IsSnowable =
				{
					Type = "bool",
					Notes = "Can this block hold snow atop? <b>OBSOLETE</b>, use cBlockInfo:IsSnowable() instead",
				},
				m_IsSolid =
				{
					Type = "bool",
					Notes = "Is this block solid (player cannot walk through)? <b>OBSOLETE</b>, use cBlockInfo:IsSolid() instead.",
				},
				m_LightValue =
				{
					Type = "number",
					Notes = "How much light do the blocks emit on their own? <b>OBSOLETE</b>, use cBlockInfo:GetLightValue() instead.",
				},
				m_OneHitDig =
				{
					Type = "bool",
					Notes = "Is a block destroyed after a single hit? <b>OBSOLETE</b>, use cBlockInfo:IsOneHitDig() instead.",
				},
				m_PistonBreakable =
				{
					Type = "bool",
					Notes = "Can a piston break this block? <b>OBSOLETE</b>, use cBlockInfo:IsPistonBreakable instead.",
				},
				m_SpreadLightFalloff =
				{
					Type = "number",
					Notes = "How much light do the blocks consume? <b>OBSOLETE</b>, use cBlockInfo:GetSpreadLightFalloff() instead.",
				},
				m_Transparent =
				{
					Type = "bool",
					Notes = "Is a block completely transparent? (light doesn't get decreased(?)). <b>OBSOLETE</b>, use cBlockInfo:IsTransparent() instead.",
				},
			},
		},
		cChatColor =
		{
			Desc = [[
				A wrapper class for constants representing colors or effects.
			]],
			Functions =
			{

			},
			Constants =
			{
				Black =
				{
					Notes = "",
				},
				Blue =
				{
					Notes = "",
				},
				Bold =
				{
					Notes = "",
				},
				Color =
				{
					Notes = "The first character of the color-code-sequence, §",
				},
				DarkPurple =
				{
					Notes = "",
				},
				Delimiter =
				{
					Notes = "The first character of the color-code-sequence, §",
				},
				Gold =
				{
					Notes = "",
				},
				Gray =
				{
					Notes = "",
				},
				Green =
				{
					Notes = "",
				},
				Italic =
				{
					Notes = "",
				},
				LightBlue =
				{
					Notes = "",
				},
				LightGray =
				{
					Notes = "",
				},
				LightGreen =
				{
					Notes = "",
				},
				LightPurple =
				{
					Notes = "",
				},
				Navy =
				{
					Notes = "",
				},
				Plain =
				{
					Notes = "Resets all formatting to normal",
				},
				Purple =
				{
					Notes = "",
				},
				Random =
				{
					Notes = "Random letters and symbols animate instead of the text",
				},
				Red =
				{
					Notes = "",
				},
				Rose =
				{
					Notes = "",
				},
				Strikethrough =
				{
					Notes = "",
				},
				Underlined =
				{
					Notes = "",
				},
				White =
				{
					Notes = "",
				},
				Yellow =
				{
					Notes = "",
				},
			},
		},
		cChunkDesc =
		{
			Desc = [[
				The cChunkDesc class is a container for chunk data while the chunk is being generated. As such, it is
				only used as a parameter for the {{OnChunkGenerating|OnChunkGenerating}} and
				{{OnChunkGenerated|OnChunkGenerated}} hooks and cannot be constructed on its own. Plugins can use this
				class in both those hooks to manipulate generated chunks.
			]],
			Functions =
			{
				FillBlocks =
				{
					Params =
					{
						{
							Name = "BlockType",
							Type = "number",
						},
						{
							Name = "BlockMeta",
							Type = "number",
						},
					},
					Notes = "Fills the entire chunk with the specified blocks",
				},
				FillRelCuboid =
				{
					{
						Params =
						{
							{
								Name = "RelCuboid",
								Type = "cCuboid",
							},
							{
								Name = "BlockType",
								Type = "number",
							},
							{
								Name = "BlockMeta",
								Type = "number",
							},
						},
						Notes = "Fills the cuboid, specified in relative coords, by the specified block type and block meta. The cuboid may reach outside of the chunk, only the part intersecting with this chunk is filled.",
					},
					{
						Params =
						{
							{
								Name = "MinRelX",
								Type = "number",
							},
							{
								Name = "MaxRelX",
								Type = "number",
							},
							{
								Name = "MinRelY",
								Type = "number",
							},
							{
								Name = "MaxRelY",
								Type = "number",
							},
							{
								Name = "MinRelZ",
								Type = "number",
							},
							{
								Name = "MaxRelZ",
								Type = "number",
							},
							{
								Name = "BlockType",
								Type = "number",
							},
							{
								Name = "BlockMeta",
								Type = "number",
							},
						},
						Notes = "Fills the cuboid, specified in relative coords, by the specified block type and block meta. The cuboid may reach outside of the chunk, only the part intersecting with this chunk is filled.",
					},
				},
				FloorRelCuboid =
				{
					{
						Params =
						{
							{
								Name = "RelCuboid",
								Type = "cCuboid",
							},
							{
								Name = "BlockType",
								Type = "number",
							},
							{
								Name = "BlockMeta",
								Type = "number",
							},
						},
						Notes = "Fills those blocks of the cuboid (specified in relative coords) that are considered non-floor (air, water) with the specified block type and meta. Cuboid may reach outside the chunk, only the part intersecting with this chunk is filled.",
					},
					{
						Params =
						{
							{
								Name = "MinRelX",
								Type = "number",
							},
							{
								Name = "MaxRelX",
								Type = "number",
							},
							{
								Name = "MinRelY",
								Type = "number",
							},
							{
								Name = "MaxRelY",
								Type = "number",
							},
							{
								Name = "MinRelZ",
								Type = "number",
							},
							{
								Name = "MaxRelZ",
								Type = "number",
							},
							{
								Name = "BlockType",
								Type = "number",
							},
							{
								Name = "BlockMeta",
								Type = "number",
							},
						},
						Notes = "Fills those blocks of the cuboid (specified in relative coords) that are considered non-floor (air, water) with the specified block type and meta. Cuboid may reach outside the chunk, only the part intersecting with this chunk is filled.",
					},
				},
				GetBiome =
				{
					Params =
					{
						{
							Name = "RelX",
							Type = "number",
						},
						{
							Name = "RelZ",
							Type = "number",
						},
					},
					Returns =
					{
						{
							Type = "EMCSBiome",
						},
					},
					Notes = "Returns the biome at the specified relative coords",
				},
				GetBlockEntity =
				{
					Params =
					{
						{
							Name = "RelX",
							Type = "number",
						},
						{
							Name = "RelY",
							Type = "number",
						},
						{
							Name = "RelZ",
							Type = "number",
						},
					},
					Returns =
					{
						{
							Type = "cBlockEntity",
						},
					},
					Notes = "Returns the block entity for the block at the specified coords. Creates it if it doesn't exist. Returns nil if the block has no block entity capability.",
				},
				GetBlockMeta =
				{
					Params =
					{
						{
							Name = "RelX",
							Type = "number",
						},
						{
							Name = "RelY",
							Type = "number",
						},
						{
							Name = "RelZ",
							Type = "number",
						},
					},
					Returns =
					{
						{
							Name = "NIBBLETYPE",
							Type = "number",
						},
					},
					Notes = "Returns the block meta at the specified relative coords",
				},
				GetBlockType =
				{
					Params =
					{
						{
							Name = "RelX",
							Type = "number",
						},
						{
							Name = "RelY",
							Type = "number",
						},
						{
							Name = "RelZ",
							Type = "number",
						},
					},
					Returns =
					{
						{
							Name = "BLOCKTYPE",
							Type = "number",
						},
					},
					Notes = "Returns the block type at the specified relative coords",
				},
				GetBlockTypeMeta =
				{
					Params =
					{
						{
							Name = "RelX",
							Type = "number",
						},
						{
							Name = "RelY",
							Type = "number",
						},
						{
							Name = "RelZ",
							Type = "number",
						},
					},
					Returns =
					{
						{
							Name = "BLOCKTYPE",
							Type = "number",
						},
						{
							Name = "NIBBLETYPE",
							Type = "number",
						},
					},
					Notes = "Returns the block type and meta at the specified relative coords",
				},
				GetChunkX =
				{
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the X coord of the chunk contained.",
				},
				GetChunkZ =
				{
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the Z coord of the chunk contained.",
				},
				GetHeight =
				{
					Params =
					{
						{
							Name = "RelX",
							Type = "number",
						},
						{
							Name = "RelZ",
							Type = "number",
						},
					},
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the height at the specified relative coords",
				},
				GetMaxHeight =
				{
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the maximum height contained in the heightmap.",
				},
				GetMinHeight =
				{
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the minimum height value in the heightmap.",
				},
				IsUsingDefaultBiomes =
				{
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns true if the chunk is set to use default biome generator",
				},
				IsUsingDefaultComposition =
				{
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns true if the chunk is set to use default composition generator",
				},
				IsUsingDefaultFinish =
				{
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns true if the chunk is set to use default finishers",
				},
				IsUsingDefaultHeight =
				{
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns true if the chunk is set to use default height generator",
				},
				IsUsingDefaultStructures =
				{
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns true if the chunk is set to use default structures",
				},
				RandomFillRelCuboid =
				{
					{
						Params =
						{
							{
								Name = "RelCuboid",
								Type = "cCuboid",
							},
							{
								Name = "BlockType",
								Type = "number",
							},
							{
								Name = "BlockMeta",
								Type = "number",
							},
							{
								Name = "RandomSeed",
								Type = "number",
							},
							{
								Name = "ChanceOutOf10k",
								Type = "number",
							},
						},
						Notes = "Fills the specified relative cuboid with block type and meta in random locations. RandomSeed is used for the random number genertion (same seed produces same results); ChanceOutOf10k specifies the density (how many out of every 10000 blocks should be filled). Cuboid may reach outside the chunk, only the part intersecting with this chunk is filled.",
					},
					{
						Params =
						{
							{
								Name = "MinRelX",
								Type = "number",
							},
							{
								Name = "ChanceOutOf10k",
								Type = "number",
							},
							{
								Name = "MaxRelX",
								Type = "number",
							},
							{
								Name = "MinRelY",
								Type = "number",
							},
							{
								Name = "MaxRelY",
								Type = "number",
							},
							{
								Name = "MinRelZ",
								Type = "number",
							},
							{
								Name = "MaxRelZ",
								Type = "number",
							},
							{
								Name = "BlockType",
								Type = "number",
							},
							{
								Name = "BlockMeta",
								Type = "number",
							},
							{
								Name = "RandomSeed",
								Type = "number",
							},
						},
						Notes = "Fills the specified relative cuboid with block type and meta in random locations. RandomSeed is used for the random number genertion (same seed produces same results); ChanceOutOf10k specifies the density (how many out of every 10000 blocks should be filled). Cuboid may reach outside the chunk, only the part intersecting with this chunk is filled.",
					},
				},
				ReadBlockArea =
				{
					Params =
					{
						{
							Name = "BlockArea",
							Type = "cBlockArea",
						},
						{
							Name = "MinRelX",
							Type = "number",
						},
						{
							Name = "MaxRelX",
							Type = "number",
						},
						{
							Name = "MinRelY",
							Type = "number",
						},
						{
							Name = "MaxRelY",
							Type = "number",
						},
						{
							Name = "MinRelZ",
							Type = "number",
						},
						{
							Name = "MaxRelZ",
							Type = "number",
						},
					},
					Notes = "Reads data from the chunk into the block area object. Block types and metas are processed.",
				},
				ReplaceRelCuboid =
				{
					{
						Params =
						{
							{
								Name = "RelCuboid",
								Type = "cCuboid",
							},
							{
								Name = "SrcBlockType",
								Type = "number",
							},
							{
								Name = "SrcBlockMeta",
								Type = "number",
							},
							{
								Name = "DstBlockType",
								Type = "number",
							},
							{
								Name = "DstBlockMeta",
								Type = "number",
							},
						},
						Notes = "Replaces all SrcBlockType + SrcBlockMeta blocks in the cuboid (specified in relative coords) with DstBlockType + DstBlockMeta blocks. Cuboid may reach outside the chunk, only the part intersecting with this chunk is filled.",
					},
					{
						Params =
						{
							{
								Name = "MinRelX",
								Type = "number",
							},
							{
								Name = "MaxRelX",
								Type = "number",
							},
							{
								Name = "MinRelY",
								Type = "number",
							},
							{
								Name = "MaxRelY",
								Type = "number",
							},
							{
								Name = "MinRelZ",
								Type = "number",
							},
							{
								Name = "MaxRelZ",
								Type = "number",
							},
							{
								Name = "SrcBlockType",
								Type = "number",
							},
							{
								Name = "SrcBlockMeta",
								Type = "number",
							},
							{
								Name = "DstBlockType",
								Type = "number",
							},
							{
								Name = "DstBlockMeta",
								Type = "number",
							},
						},
						Notes = "Replaces all SrcBlockType + SrcBlockMeta blocks in the cuboid (specified in relative coords) with DstBlockType + DstBlockMeta blocks. Cuboid may reach outside the chunk, only the part intersecting with this chunk is filled.",
					},
				},
				SetBiome =
				{
					Params =
					{
						{
							Name = "RelX",
							Type = "number",
						},
						{
							Name = "RelZ",
							Type = "number",
						},
						{
							Name = "Biome",
							Type = "EMCSBiome",
						},
					},
					Notes = "Sets the biome at the specified relative coords",
				},
				SetBlockMeta =
				{
					Params =
					{
						{
							Name = "RelX",
							Type = "number",
						},
						{
							Name = "RelY",
							Type = "number",
						},
						{
							Name = "RelZ",
							Type = "number",
						},
						{
							Name = "BlockMeta",
							Type = "number",
						},
					},
					Notes = "Sets the block meta at the specified relative coords",
				},
				SetBlockType =
				{
					Params =
					{
						{
							Name = "RelX",
							Type = "number",
						},
						{
							Name = "RelY",
							Type = "number",
						},
						{
							Name = "RelZ",
							Type = "number",
						},
						{
							Name = "BlockType",
							Type = "number",
						},
					},
					Notes = "Sets the block type at the specified relative coords",
				},
				SetBlockTypeMeta =
				{
					Params =
					{
						{
							Name = "RelX",
							Type = "number",
						},
						{
							Name = "RelY",
							Type = "number",
						},
						{
							Name = "RelZ",
							Type = "number",
						},
						{
							Name = "BlockType",
							Type = "number",
						},
						{
							Name = "BlockMeta",
							Type = "number",
						},
					},
					Notes = "Sets the block type and meta at the specified relative coords",
				},
				SetHeight =
				{
					Params =
					{
						{
							Name = "RelX",
							Type = "number",
						},
						{
							Name = "RelZ",
							Type = "number",
						},
						{
							Name = "Height",
							Type = "number",
						},
					},
					Notes = "Sets the height at the specified relative coords",
				},
				SetUseDefaultBiomes =
				{
					Params =
					{
						{
							Name = "ShouldUseDefaultBiomes",
							Type = "boolean",
						},
					},
					Notes = "Sets the chunk to use default biome generator or not",
				},
				SetUseDefaultComposition =
				{
					Params =
					{
						{
							Name = "ShouldUseDefaultComposition",
							Type = "boolean",
						},
					},
					Notes = "Sets the chunk to use default composition generator or not",
				},
				SetUseDefaultFinish =
				{
					Params =
					{
						{
							Name = "ShouldUseDefaultFinish",
							Type = "boolean",
						},
					},
					Notes = "Sets the chunk to use default finishers or not",
				},
				SetUseDefaultHeight =
				{
					Params =
					{
						{
							Name = "ShouldUseDefaultHeight",
							Type = "boolean",
						},
					},
					Notes = "Sets the chunk to use default height generator or not",
				},
				SetUseDefaultStructures =
				{
					Params =
					{
						{
							Name = "ShouldUseDefaultStructures",
							Type = "boolean",
						},
					},
					Notes = "Sets the chunk to use default structures or not",
				},
				UpdateHeightmap =
				{
					Notes = "Updates the heightmap to match current contents. The plugins should do that if they modify the contents and don't modify the heightmap accordingly; Cuberite expects (and checks in Debug mode) that the heightmap matches the contents when the cChunkDesc is returned from a plugin.",
				},
				WriteBlockArea =
				{
					Params =
					{
						{
							Name = "BlockArea",
							Type = "cBlockArea",
						},
						{
							Name = "MinRelX",
							Type = "number",
						},
						{
							Name = "MinRelY",
							Type = "number",
						},
						{
							Name = "MinRelZ",
							Type = "number",
						},
						{
							Name = "MergeStrategy",
							Type = "cBlockArea",
							IsOptional = true,
						},
					},
					Notes = "Writes data from the block area into the chunk",
				},
			},
			AdditionalInfo =
			{
				{
					Header = "Manipulating block entities",
					Contents = [[
						To manipulate block entities while the chunk is generated, first use SetBlockTypeMeta() to set
						the correct block type and meta at the position. Then use the GetBlockEntity() to create and
						return the correct block entity instance. Finally, use {{tolua}}.cast() to cast to the proper
						type.</p>
						Note that you don't need to check if a block entity has previously existed at the place, because
						GetBlockEntity() will automatically re-create the correct type for you.</p>
						<p>
						The following code is taken from the Debuggers plugin, it creates a sign at each chunk's [0, 0]
						coords, with the text being the chunk coords:
<pre class="prettyprint lang-lua">
function OnChunkGenerated(a_World, a_ChunkX, a_ChunkZ, a_ChunkDesc)
	-- Get the topmost block coord:
	local Height = a_ChunkDesc:GetHeight(0, 0);

	-- Create a sign there:
	a_ChunkDesc:SetBlockTypeMeta(0, Height + 1, 0, E_BLOCK_SIGN_POST, 0);
	local BlockEntity = a_ChunkDesc:GetBlockEntity(0, Height + 1, 0);
	if (BlockEntity ~= nil) then
		LOG("Setting sign lines...");
		local SignEntity = tolua.cast(BlockEntity, "cSignEntity");
		SignEntity:SetLines("Chunk:", tonumber(a_ChunkX) .. ", " .. tonumber(a_ChunkZ), "", "(Debuggers)");
	end

	-- Update the heightmap:
	a_ChunkDesc:SetHeight(0, 0, Height + 1);
end
</pre>
					]],
				},
			},
		},
		cClientHandle =
		{
			Desc = [[
				A cClientHandle represents the technical aspect of a connected player - their game client
				connection. Internally, it handles all the incoming and outgoing packets, the chunks that are to be
				sent to the client, ping times etc.
			]],
			Functions =
			{
				GenerateOfflineUUID =
				{
					IsStatic = true,
					Params =
					{
						{
							Name = "Username",
							Type = "string",
						},
					},
					Returns =
					{
						{
							Type = "string",
						},
					},
					Notes = "Generates an UUID based on the player name provided. This is used for the offline (non-auth) mode, when there's no UUID source. Each username generates a unique and constant UUID, so that when the player reconnects with the same name, their UUID is the same. Returns a 32-char UUID (no dashes).",
				},
				GetClientBrand =
				{
					Returns =
					{
						{
							Type = "string",
						},
					},
					Notes = "Returns the brand that the client has sent in their MC|Brand plugin message.",
				},
				GetForgeMods =
				{
					Returns =
					{
						{
							Type = "table",
						},
					},
					Notes = "Returns the Forge mods installed on the client.",
				},
				GetIPString =
				{
					Returns =
					{
						{
							Type = "string",
						},
					},
					Notes = "Returns the IP address of the connection, as a string. Only the address part is returned, without the port number.",
				},
				GetLocale =
				{
					Returns =
					{
						{
							Name = "Locale",
							Type = "string",
						},
					},
					Notes = "Returns the locale string that the client sends as part of the protocol handshake. Can be used to provide localized strings.",
				},
				GetPing =
				{
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the ping time, in ms",
				},
				GetPlayer =
				{
					Returns =
					{
						{
							Type = "cPlayer",
						},
					},
					Notes = "Returns the player object connected to this client. Note that this may be nil, for example if the player object is not yet spawned.",
				},
				GetProtocolVersion =
				{
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the protocol version number of the protocol that the client is talking. Returns zero if the protocol version is not (yet) known.",
				},
				GetRequestedViewDistance =
				{
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the view distance that the player request, not the used view distance.",
				},
				GetUniqueID =
				{
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the UniqueID of the client used to identify the client in the server",
				},
				GetUsername =
				{
					Returns =
					{
						{
							Type = "string",
						},
					},
					Notes = "Returns the username that the client has provided",
				},
				GetUUID =
				{
					Returns =
					{
						{
							Type = "string",
						},
					},
					Notes = "Returns the authentication-based UUID of the client. This UUID should be used to identify the player when persisting any player-related data. Returns a 32-char UUID (no dashes)",
				},
				GetViewDistance =
				{
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the viewdistance (number of chunks loaded for the player in each direction)",
				},
				HasPluginChannel =
				{
					Params =
					{
						{
							Name = "ChannelName",
							Type = "string",
						},
					},
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns true if the client has registered to receive messages on the specified plugin channel.",
				},
				IsForgeClient =
				{
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns true if the client is modded with Forge.",
				},
				IsUUIDOnline =
				{
					IsStatic = true,
					Params =
					{
						{
							Name = "UUID",
							Type = "cUUID",
						},
					},
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns true if the UUID is generated by online auth, false if it is an offline-generated UUID. We use Version-3 UUIDs for offline UUIDs, online UUIDs are Version-4, thus we can tell them apart. Accepts both 32-char and 36-char UUIDs (with and without dashes).",
				},
				Kick =
				{
					Params =
					{
						{
							Name = "Reason",
							Type = "string",
						},
					},
					Notes = "Kicks the user with the specified reason",
				},
				SendBlockChange =
				{
					Params =
					{
						{
							Name = "BlockX",
							Type = "number",
						},
						{
							Name = "BlockY",
							Type = "number",
						},
						{
							Name = "BlockZ",
							Type = "number",
						},
						{
							Name = "BlockType",
							Type = "number",
						},
						{
							Name = "BlockMeta",
							Type = "number",
						},
					},
					Notes = "Sends a BlockChange packet to the client. This can be used to create fake blocks only for that player.",
				},
				SendEntityAnimation =
				{
					Params =
					{
						{
							Name = "Entity",
							Type = "cEntity",
						},
						{
							Name = "AnimationNumber",
							Type = "number",
						},
					},
					Notes = "Sends the specified animation of the specified entity to the client. The AnimationNumber is protocol-specific.",
				},
				SendHideTitle =
				{
					Notes = "Hides the title. This makes the title and subtitle disappear, but if you call SendTitleTimes() the same title and subtitle will appear again."
				},
				SendPluginMessage =
				{
					Params =
					{
						{
							Name = "Channel",
							Type = "string",
						},
						{
							Name = "Message",
							Type = "string",
						},
					},
					Notes = "Sends the plugin message on the specified channel.",
				},
				SendResetTitle =
				{
					Notes = "Resets and hides the title but not the subtitle."
				},
				SendSetSubTitle =
				{
					Params =
					{
						{
							Name = "SubTitle",
							Type = "cCompositeChat",
						},
					},
					Notes = "Sends the subtitle to the client. Doesn't make the client display it yet, use SendTitleTimes() to show both the title and the subtitle."
				},
				SendSetRawSubTitle =
				{
					Params =
					{
						{
							Name = "SubTitle",
							Type = "string",
						},
					},
					Notes = "Sends the raw subtitle to the client. Doesn't make the client display it yet, use SendTitleTimes() to show both the title and the subtitle."
				},
				SendSetTitle =
				{
					Params =
					{
						{
							Name = "Title",
							Type = "cCompositeChat",
						},
					},
					Notes = "Sends the title to the client. Doesn't make the client display it yet, use SendTitleTimes() to show both the title and the subtitle."
				},
				SendSetRawTitle =
				{
					Params =
					{
						{
							Name = "Title",
							Type = "string",
						},
					},
					Notes = "Sends the raw title to the client. Doesn't make the client display it yet, use SendTitleTimes() to show both the title and the subtitle."
				},
				SendSoundEffect =
				{
					Params =
					{
						{
							Name = "SoundName",
							Type = "string",
						},
						{
							Name = "Position",
							Type = "Vector3d",
						},
						{
							Name = "Volume",
							Type = "number",
						},
						{
							Name = "Pitch",
							Type = "number",
						},
					},
					Notes = "Sends a sound effect request to the client. The sound is played at the specified coords, with the specified volume (a float, 1.0 is full volume, can be more) and pitch (0-255, 63 is 100%)",
				},
				SendSoundEffect =
				{
					Params =
					{
						{
							Name = "SoundName",
							Type = "string",
						},
						{
							Name = "X",
							Type = "number",
						},
						{
							Name = "Y",
							Type = "number",
						},
						{
							Name = "Z",
							Type = "number",
						},
						{
							Name = "Volume",
							Type = "number",
						},
						{
							Name = "Pitch",
							Type = "number",
						},
					},
					Notes = "Sends a sound effect request to the client. The sound is played at the specified coords, with the specified volume (a float, 1.0 is full volume, can be more) and pitch (0-255, 63 is 100%) (DEPRECATED, use vector-parametered version instead)",
				},
				SendTitleTimes =
				{
					Params =
					{
						{
							Name = "FadeInTicks",
							Type = "number",
						},
						{
							Name = "DisplayTicks",
							Type = "number",
						},
						{
							Name = "FadeOutTicks",
							Type = "number",
						},
					},
					Notes = "Sends the request to display the title and subtitle, previously set with SendSetTitle, SendSetRawTitle, SendSetSubTitle and SendSetRawSubTitle, to the client."
				},
				SendTimeUpdate =
				{
					Params =
					{
						{
							Name = "WorldAge",
							Type = "number",
						},
						{
							Name = "TimeOfDay",
							Type = "number",
						},
						{
							Name = "DoDaylightCycle",
							Type = "boolean",
						},
					},
					Notes = "Sends the specified time update to the client. WorldAge is the total age of the world, in ticks. TimeOfDay is the current day's time, in ticks (0 - 24000). DoDaylightCycle is a bool that specifies whether the client should automatically move the sun (true) or keep it in the same place (false).",
				},
				SetClientBrand =
				{
					Params =
					{
						{
							Name = "ClientBrand",
							Type = "string",
						},
					},
					Notes = "Sets the value of the client's brand. Normally this value is received from the client by a MC|Brand plugin message, this function lets plugins overwrite the value.",
				},
				SetLocale =
				{
					Params =
					{
						{
							Name = "Locale",
							Type = "string",
						},
					},
					Notes = "Sets the locale that Cuberite keeps on record. Initially the locale is initialized in protocol handshake, this function allows plugins to override the stored value (but only server-side and only until the user disconnects).",
				},
				SetUsername =
				{
					Params =
					{
						{
							Name = "Name",
							Type = "string",
						},
					},
					Notes = "Sets the username",
				},
				SetViewDistance =
				{
					Params =
					{
						{
							Name = "ViewDistance",
							Type = "number",
						},
					},
					Notes = "Sets the viewdistance (number of chunks loaded for the player in each direction)",
				},
			},
			Constants =
			{
				MAX_VIEW_DISTANCE =
				{
					Notes = "The maximum value of the view distance",
				},
				MIN_VIEW_DISTANCE =
				{
					Notes = "The minimum value of the view distance",
				},
			},
		},
		cColor =
		{
			Desc = [[
				Encapsulates a RGB color, e.g. for armor.
			]],
			Functions =
			{
				Clear =
				{
					Notes = "Resets the color to uninitialized."
				},
				constructor =
				{
					{
						Returns = { {Type="cColor"} },
						Notes = "Creates an uninitialized cColor. Each component must be between 0 and 255, inclusive.",
					},
					{
						Params =
						{
							{
								Name = "Red",
								Type = "number",
							},
							{
								Name = "Green",
								Type = "number",
							},
							{
								Name = "Blue",
								Type = "number",
							},
						},
						Returns = { {Type="cColor"} },
						Notes = "Creates the specified cColor. All components must be between 0 and 255, inclusive.",
					},
				},
				GetColor =
				{
					Returns =
					{
						{
							Name = "Red",
							Type = "number",
						},
						{
							Name = "Green",
							Type = "number",
						},
						{
							Name = "Blue",
							Type = "number",
						},
					},
					Notes = "Returns the color's red, green, and blue components, respectively."
				},
				GetRed =
				{
					Returns =
					{
						{
							Name = "Red",
							Type = "number",
						},
					},
					Notes = "Returns the color's red component."
				},
				GetGreen =
				{
					Returns =
					{
						{
							Name = "Green",
							Type = "number",
						},
					},
					Notes = "Returns the color's green component."
				},
				GetBlue =
				{
					Returns =
					{
						{
							Name = "Blue",
							Type = "number",
						},
					},
					Notes = "Returns the color's blue component."
				},
				IsValid =
				{
					Returns =
					{
						{
							Type = "boolean"
						},
					},
					Notes = "True if the color is valid, false if the color has not been set yet."
				},
				SetColor =
				{
					Params =
					{
						{
							Name = "Red",
							Type = "number"
						},
						{
							Name = "Green",
							Type = "number"
						},
						{
							Name = "Blue",
							Type = "number"
						},
					},
					Notes = "Sets the color's red, green, and blue components. Values range from 0 to 255."
				},
				SetRed =
				{
					Params =
					{
						{
							Name = "Red",
							Type = "number",
						},
					},
					Notes = "Sets the color's red component. Must be between 0 and 255, inclusive."
				},
				SetGreen =
				{
					Params =
					{
						{
							Name = "Green",
							Type = "number",
						},
					},
					Notes = "Sets the color's green component. Must be between 0 and 255, inclusive."
				},
				SetBlue =
				{
					Params =
					{
						{
							Name = "Blue",
							Type = "number",
						},
					},
					Notes = "Sets the color's blue component. Must be between 0 and 255, inclusive."
				},
			},
			Constants =
			{
				COLOR_LIMIT =
				{
					Notes = "The upper bound (exclusive) for a color component",
				},
				COLOR_MAX =
				{
					Notes = "The maximum value for a color component",
				},
				COLOR_MIN =
				{
					Notes = "The minimum value for a color component",
				},
				COLOR_NONE =
				{
					Notes = "A constant denoting the color is invalid (note: use IsValid)",
				},
			},
		},
		cCompositeChat =
		{
			Desc = [[
				Encapsulates a chat message that can contain various formatting, URLs, commands executed on click
				and commands suggested on click. The chat message can be sent by the regular chat-sending functions,
				{{cPlayer}}:SendMessage(), {{cWorld}}:BroadcastChat() and {{cRoot}}:BroadcastChat().</p>
				<p>
				Note that most of the functions in this class are so-called chaining modifiers - they modify the
				object and then return the object itself, so that they can be chained one after another. See the
				Chaining example below for details.</p>
				<p>
				Each part of the composite chat message takes a "Style" parameter, this is a string that describes
				the formatting. It uses the following strings, concatenated together:
				<table>
				<tr><th>String</th><th>Style</th></tr>
				<tr><td>b</td><td>Bold text</td></tr>
				<tr><td>i</td><td>Italic text</td></tr>
				<tr><td>u</td><td>Underlined text</td></tr>
				<tr><td>s</td><td>Strikethrough text</td></tr>
				<tr><td>o</td><td>Obfuscated text</td></tr>
				<tr><td>@X</td><td>color X (X is 0 - 9 or a - f, same as dye meta</td></tr>
				</table>
				The following picture, taken from MineCraft Wiki, illustrates the color codes:</p>
				<img src="https://hydra-media.cursecdn.com/minecraft.gamepedia.com/4/4c/Colors.png?version=34a0f56789a95326e1f7d82047b12232" />
			]],
			Functions =
			{
				AddRunCommandPart =
				{
					Params =
					{
						{
							Name = "Text",
							Type = "string",
						},
						{
							Name = "Command",
							Type = "string",
						},
						{
							Name = "Style",
							Type = "string",
							IsOptional = true,
						},
					},
					Returns =
					{
						{
							Type = "self",
						},
					},
					Notes = "Adds a text which, when clicked, runs the specified command. Chaining.",
				},
				AddShowAchievementPart =
				{
					Params =
					{
						{
							Name = "PlayerName",
							Type = "string",
						},
						{
							Name = "AchievementName",
							Type = "string",
						},
						{
							Name = "Style",
							Type = "string",
							IsOptional = true,
						},
					},
					Notes = "Adds a text that represents the 'Achievement get' message.",
				},
				AddSuggestCommandPart =
				{
					Params =
					{
						{
							Name = "Text",
							Type = "string",
						},
						{
							Name = "Command",
							Type = "string",
						},
						{
							Name = "Style",
							Type = "string",
							IsOptional = true,
						},
					},
					Returns =
					{
						{
							Type = "self",
						},
					},
					Notes = "Adds a text which, when clicked, puts the specified command into the player's chat input area. Chaining.",
				},
				AddTextPart =
				{
					Params =
					{
						{
							Name = "Text",
							Type = "string",
						},
						{
							Name = "Style",
							Type = "string",
							IsOptional = true,
						},
					},
					Returns =
					{
						{
							Type = "self",
						},
					},
					Notes = "Adds a regular text. Chaining.",
				},
				AddUrlPart =
				{
					Params =
					{
						{
							Name = "Text",
							Type = "string",
						},
						{
							Name = "Url",
							Type = "string",
						},
						{
							Name = "Style",
							Type = "string",
							IsOptional = true,
						},
					},
					Returns =
					{
						{
							Type = "self",
						},
					},
					Notes = "Adds a text which, when clicked, opens up a browser at the specified URL. Chaining.",
				},
				Clear =
				{
					Returns =
					{
						{
							Type = "self",
						},
					},
					Notes = "Removes all parts from this object",
				},
				constructor =
				{
					{
						Returns = { {Type = "cCompositeChat"} },
						Notes = "Creates an empty chat message",
					},
					{
						Params =
						{
							{
								Name = "Text",
								Type = "string",
							},
							{
								Name = "MessageType",
								Type = "eMessageType",
								IsOptional = true,
							},
						},
						Returns = { {Type = "cCompositeChat"} },
						Notes = "Creates a chat message containing the specified text, parsed by the ParseText() function. This allows easy migration from old chat messages.",
					},
				},
				CreateJsonString =
				{
					Params =
					{
						{
							Name = "AddPrefixes",
							Type = "boolean",
							IsOptional = true,
						},
					},
					Returns =
					{
						{
							Type = "string",
						},
					},
					Notes = "Returns the entire object serialized into JSON, as it would be sent to a client. AddPrefixes specifies whether the chat prefixes should be prepended to the message, true by default.",
				},
				ExtractText =
				{
					Returns =
					{
						{
							Type = "string",
						},
					},
					Notes = "Returns the text from the parts that comprises the human-readable data. Used for older protocols that don't support composite chat, and for console-logging.",
				},
				GetAdditionalMessageTypeData =
				{
					Returns =
					{
						{
							Type = "string",
						},
					},
					Notes = "Returns the AdditionalData associated with the message, such as the sender's name for mtPrivateMessage",
				},
				GetMessageType =
				{
					Returns =
					{
						{
							Type = "eMessageType",
						},
					},
					Notes = "Returns the MessageType (mtXXX constant) that is associated with this message. When sent to a player, the message will be formatted according to this message type and the player's settings (adding \"[INFO]\" prefix etc.)",
				},
				ParseText =
				{
					Params =
					{
						{
							Name = "Text",
							Type = "string",
						},
					},
					Returns =
					{
						{
							Type = "self",
						},
					},
					Notes = "Adds text, while recognizing http and https URLs and old-style formatting codes (\"@2\"). Chaining.",
				},
				SetMessageType =
				{
					Params =
					{
						{
							Name = "MessageType",
							Type = "eMessageType",
						},
						{
							Name = "AdditionalData",
							Type = "string",
							IsOptional = true,
						},
					},
					Returns =
					{
						{
							Type = "self",
						},
					},
					Notes = "Sets the MessageType (mtXXX constant) that is associated with this message. Also sets the additional data (string) associated with the message, which is specific for the message type - such as the sender's name for mtPrivateMessage. When sent to a player, the message will be formatted according to this message type and the player's settings (adding \"[INFO]\" prefix etc.). Chaining.",
				},
				UnderlineUrls =
				{
					Returns =
					{
						{
							Type = "self",
						},
					},
					Notes = "Makes all URL parts contained in the message underlined. Doesn't affect parts added in the future. Chaining.",
				},
			},
			AdditionalInfo =
			{
				{
					Header = "Chaining example",
					Contents = [[
						Sending a chat message that is composed of multiple different parts has been made easy thanks to
						chaining. Consider the following example that shows how a message containing all kinds of parts
						is sent (adapted from the Debuggers plugin):
<pre class="prettyprint lang-lua">
function OnPlayerJoined(a_Player)
	-- Send an example composite chat message to the player:
	a_Player:SendMessage(cCompositeChat()
		:AddTextPart("Hello, ")
		:AddUrlPart(a_Player:GetName(), "https://cuberite.org", "u@2")  -- Colored underlined link
		:AddSuggestCommandPart(", and welcome.", "/help", "u")       -- Underlined suggest-command
		:AddRunCommandPart(" SetDay", "/time set 0")                 -- Regular text that will execute command when clicked
		:SetMessageType(mtJoin)                                      -- It is a join-message
	)
end</pre>
					]],
				},
			},
		},
		cCraftingGrid =
		{
			Desc = [[
				cCraftingGrid represents the player's crafting grid. It is used in
				{{OnCraftingNoRecipe|OnCraftingNoRecipe}}, {{OnPostCrafting|OnPostCrafting}} and
				{{OnPreCrafting|OnPreCrafting}} hooks. Plugins may use it to inspect the items the player placed
				on their crafting grid.</p>
				<p>
				Also, an object of this type is used in {{cCraftingRecipe}}'s ConsumeIngredients() function for
				specifying the exact number of ingredients to consume in that recipe; plugins may use this to
				apply the crafting recipe.</p>
			]],
			Functions =
			{
				Clear =
				{
					Notes = "Clears the entire grid",
				},
				constructor =
				{
					Params =
					{
						{
							Name = "Width",
							Type = "number",
						},
						{
							Name = "Height",
							Type = "number",
						},
					},
					Returns =
					{
						{
							Type = "cCraftingGrid",
						},
					},
					Notes = "Creates a new CraftingGrid object. This new crafting grid is not related to any player, but may be needed for {{cCraftingRecipe}}'s ConsumeIngredients function.",
				},
				ConsumeGrid =
				{
					Params =
					{
						{
							Name = "CraftingGrid",
							Type = "cCraftingGrid",
						},
					},
					Notes = "Consumes items specified in CraftingGrid from the current contents. Used internally by {{cCraftingRecipe}}'s ConsumeIngredients() function, but available to plugins, too.",
				},
				Dump =
				{
					Notes = "DEBUG build: Dumps the contents of the grid to the log. RELEASE build: no action",
				},
				GetHeight =
				{
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the height of the grid",
				},
				GetItem =
				{
					Params =
					{
						{
							Name = "x",
							Type = "number",
						},
						{
							Name = "y",
							Type = "number",
						},
					},
					Returns =
					{
						{
							Type = "cItem",
						},
					},
					Notes = "Returns the item at the specified coords",
				},
				GetWidth =
				{
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the width of the grid",
				},
				SetItem =
				{
					{
						Params =
						{
							{
								Name = "x",
								Type = "number",
							},
							{
								Name = "y",
								Type = "number",
							},
							{
								Name = "cItem",
								Type = "cItem",
							},
						},
						Notes = "Sets the item at the specified coords",
					},
					{
						Params =
						{
							{
								Name = "x",
								Type = "number",
							},
							{
								Name = "y",
								Type = "number",
							},
							{
								Name = "ItemType",
								Type = "number",
							},
							{
								Name = "ItemCount",
								Type = "number",
							},
							{
								Name = "ItemDamage",
								Type = "number",
							},
						},
						Notes = "Sets the item at the specified coords",
					},
				},
			},
		},
		cCraftingRecipe =
		{
			Desc = [[
				This class is used to represent a crafting recipe, either a built-in one, or one created dynamically in a plugin. It is used only as a parameter for {{OnCraftingNoRecipe|OnCraftingNoRecipe}}, {{OnPostCrafting|OnPostCrafting}} and {{OnPreCrafting|OnPreCrafting}} hooks. Plugins may use it to inspect or modify a crafting recipe that a player views in their crafting window, either at a crafting table or the survival inventory screen.
</p>
		<p>Internally, the class contains a {{cCraftingGrid}} for the ingredients and a {{cItem}} for the result.
]],
			Functions =
			{
				Clear =
				{
					Notes = "Clears the entire recipe, both ingredients and results",
				},
				ConsumeIngredients =
				{
					Params =
					{
						{
							Name = "CraftingGrid",
							Type = "cCraftingGrid",
						},
					},
					Notes = "Consumes ingredients specified in the given {{cCraftingGrid|cCraftingGrid}} class",
				},
				Dump =
				{
					Notes = "DEBUG build: dumps ingredients and result into server log. RELEASE build: no action",
				},
				GetIngredient =
				{
					Params =
					{
						{
							Name = "x",
							Type = "number",
						},
						{
							Name = "y",
							Type = "number",
						},
					},
					Returns =
					{
						{
							Type = "cItem",
						},
					},
					Notes = "Returns the ingredient stored in the recipe at the specified coords",
				},
				GetIngredientsHeight =
				{
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the height of the ingredients' grid",
				},
				GetIngredientsWidth =
				{
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the width of the ingredients' grid",
				},
				GetResult =
				{
					Returns =
					{
						{
							Type = "cItem",
						},
					},
					Notes = "Returns the result of the recipe",
				},
				SetIngredient =
				{
					{
						Params =
						{
							{
								Name = "x",
								Type = "number",
							},
							{
								Name = "y",
								Type = "number",
							},
							{
								Name = "cItem",
								Type = "cItem",
							},
						},
						Notes = "Sets the ingredient at the specified coords",
					},
					{
						Params =
						{
							{
								Name = "x",
								Type = "number",
							},
							{
								Name = "y",
								Type = "number",
							},
							{
								Name = "ItemType",
								Type = "number",
							},
							{
								Name = "ItemCount",
								Type = "number",
							},
							{
								Name = "ItemDamage",
								Type = "number",
							},
						},
						Notes = "Sets the ingredient at the specified coords",
					},
				},
				SetResult =
				{
					{
						Params =
						{
							{
								Name = "cItem",
								Type = "cItem",
							},
						},
						Notes = "Sets the result item",
					},
					{
						Params =
						{
							{
								Name = "ItemType",
								Type = "number",
							},
							{
								Name = "ItemCount",
								Type = "number",
							},
							{
								Name = "ItemDamage",
								Type = "number",
							},
						},
						Notes = "Sets the result item",
					},
				},
			},
		},
		cCryptoHash =
		{
			Desc = [[
				Provides functions for generating cryptographic hashes.</p>
				<p>
				Note that all functions in this class are super-static, so they are to be called in the dot convention:
<pre class="prettyprint lang-lua">
local Hash = cCryptoHash.sha1HexString("DataToHash")
</pre></p>
				<p>Each cryptographic hash has two variants, one returns the hash as a raw binary string, the other returns the hash as a hex-encoded string twice as long as the binary string.
			]],
			Functions =
			{
				md5 =
				{
					IsStatic = true,
					IsGlobal = true,
					Params =
					{
						{
							Name = "Data",
							Type = "string",
						},
					},
					Returns =
					{
						{
							Type = "string",
						},
					},
					Notes = "Calculates the md5 hash of the data, returns it as a raw (binary) string of 16 characters.",
				},
				md5HexString =
				{
					IsStatic = true,
					IsGlobal = true,
					Params =
					{
						{
							Name = "Data",
							Type = "string",
						},
					},
					Returns =
					{
						{
							Type = "string",
						},
					},
					Notes = "Calculates the md5 hash of the data, returns it as a hex-encoded string of 32 characters.",
				},
				sha1 =
				{
					IsStatic = true,
					IsGlobal = true,
					Params =
					{
						{
							Name = "Data",
							Type = "string",
						},
					},
					Returns =
					{
						{
							Type = "string",
						},
					},
					Notes = "Calculates the sha1 hash of the data, returns it as a raw (binary) string of 20 characters.",
				},
				sha1HexString =
				{
					IsStatic = true,
					IsGlobal = true,
					Params =
					{
						{
							Name = "Data",
							Type = "string",
						},
					},
					Returns =
					{
						{
							Type = "string",
						},
					},
					Notes = "Calculates the sha1 hash of the data, returns it as a hex-encoded string of 40 characters.",
				},
			},
		},
		cEnchantments =
		{
			Desc = [[
				This class  is the storage for enchantments for a single {{cItem|cItem}} object, through its
				m_Enchantments member variable. Although it is possible to create a standalone object of this class,
				it is not yet used in any API directly.</p>
				<p>
				Enchantments can be initialized either programmatically by calling the individual functions
				(SetLevel()), or by using a string description of the enchantment combination. This string
				description is in the form "id=lvl;id=lvl;...;id=lvl;", where id is either a numerical ID of the
				enchantment, or its textual representation from the table below, and lvl is the desired enchantment
				level. The class can also create its string description from its current contents; however that
				string description will only have the numerical IDs.</p>
				<p>
				See the {{cItem}} class for usage examples.
			]],
			Functions =
			{
				Add =
				{
					Params =
					{
						{
							Name = "Other",
							Type = "cEnchantments",
						},
					},
					Notes = "Adds the enchantments contained in Other into this object. Existing enchantments are preserved, unless Other specifies a different level, in which case the level is changed to the Other's one.",
				},
				AddFromString =
				{
					Params =
					{
						{
							Name = "StringSpec",
							Type = "string",
						},
					},
					Notes = "Adds the enchantments in the string description into the object. If a specified enchantment already existed, it is overwritten.",
				},
				Clear =
				{
					Notes = "Removes all enchantments",
				},
				constructor =
				{
					{
						Returns =
						{
							{
								Type = "cEnchantments",
							},
						},
						Notes = "Creates a new empty cEnchantments object",
					},
					{
						Params =
						{
							{
								Name = "StringSpec",
								Type = "string",
							},
						},
						Returns =
						{
							{
								Type = "cEnchantments",
							},
						},
						Notes = "Creates a new cEnchantments object filled with enchantments based on the string description",
					},
				},
				Count =
				{
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Get the count of enchantments contained within the class",
				},
				GetLevel =
				{
					Params =
					{
						{
							Name = "EnchantmentNumID",
							Type = "number",
						},
					},
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the level of the specified enchantment stored in this object; 0 if not stored",
				},
				CanAddEnchantment =
				{
					Params =
					{
						{
							Name = "EnchantmentNumID",
							Type = "number",
						},
					},
					Returns =
					{
						{
							Type = "boolean"
						},
					},
					Notes = "Returns true if the specified enchantment is not mutually exclusive with any of the enchantments stored by the object.",
				},
				IsEmpty =
				{
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns true if the object stores no enchantments",
				},
				operator_eq =
				{
					Params =
					{
						{
							Name = "OtherEnchantments",
							Type = "cEnchantments",
						},
					},
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns true if this enchantments object has the same enchantments as OtherEnchantments.",
				},
				SetLevel =
				{
					Params =
					{
						{
							Name = "EnchantmentNumID",
							Type = "number",
						},
						{
							Name = "Level",
							Type = "number",
						},
					},
					Notes = "Sets the level for the specified enchantment, adding it if not stored before, or removing it if Level < = 0",
				},
				StringToEnchantmentID =
				{
					IsStatic = true,
					Params =
					{
						{
							Name = "EnchantmentName",
							Type = "string",
						},
					},
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the enchantment numerical ID, -1 if not understood. Case insensitive. Also understands plain numbers.",
				},
				ToString =
				{
					Returns =
					{
						{
							Type = "string",
						},
					},
					Notes = "Returns the string description of all the enchantments stored in this object, in numerical-ID form",
				},
			},
			Constants =
			{
				enchAquaAffinity =
				{
					Notes = "",
				},
				enchBaneOfArthropods =
				{
					Notes = "",
				},
				enchBlastProtection =
				{
					Notes = "",
				},
				enchEfficiency =
				{
					Notes = "",
				},
				enchFeatherFalling =
				{
					Notes = "",
				},
				enchFireAspect =
				{
					Notes = "",
				},
				enchFireProtection =
				{
					Notes = "",
				},
				enchFlame =
				{
					Notes = "",
				},
				enchFortune =
				{
					Notes = "",
				},
				enchInfinity =
				{
					Notes = "",
				},
				enchKnockback =
				{
					Notes = "",
				},
				enchLooting =
				{
					Notes = "",
				},
				enchLuckOfTheSea =
				{
					Notes = "",
				},
				enchLure =
				{
					Notes = "",
				},
				enchPower =
				{
					Notes = "",
				},
				enchProjectileProtection =
				{
					Notes = "",
				},
				enchProtection =
				{
					Notes = "",
				},
				enchPunch =
				{
					Notes = "",
				},
				enchRespiration =
				{
					Notes = "",
				},
				enchSharpness =
				{
					Notes = "",
				},
				enchSilkTouch =
				{
					Notes = "",
				},
				enchSmite =
				{
					Notes = "",
				},
				enchThorns =
				{
					Notes = "",
				},
				enchUnbreaking =
				{
					Notes = "",
				},
			},
		},
		cEntity =
		{
			Desc = [[
				A cEntity object represents an object in the world, it has a position and orientation. cEntity is an
				abstract class, and can not be instantiated directly, instead, all entities are implemented as
				subclasses. The cEntity class works as the common interface for the operations that all (most)
				entities support.</p>
				<p>
				All cEntity objects have an Entity Type so it can be determined what kind of entity it is
				efficiently. Entities also have a class inheritance awareness, they know their class name,
				their parent class' name and can decide if there is a class within their inheritance chain.
				Since these functions operate on strings, they are slightly slower than checking the entity type
				directly, on the other hand, they are more specific directly. To check if the entity is a spider,
				you need to call IsMob(), then cast the object to {{cMonster}} and finally compare
				{{cMonster}}:GetMonsterType() to mtSpider. GetClass(), on the other hand, returns "cSpider"
				directly.</p>
				<p>
				Note that you should not store a cEntity object between two hooks' calls, because Cuberite may
				despawn / remove that entity in between the calls. If you need to refer to an entity later, use its
				UniqueID and {{cWorld|cWorld}}'s entity manipulation functions DoWithEntityByID(), ForEachEntity()
				or ForEachEntityInChunk() to access the entity again.</p>
			]],
			Functions =
			{
				AddPosition =
				{
					{
						Params =
						{
							{
								Name = "OffsetX",
								Type = "number",
							},
							{
								Name = "OffsetY",
								Type = "number",
							},
							{
								Name = "OffsetZ",
								Type = "number",
							},
						},
						Notes = "Moves the entity by the specified amount in each axis direction",
					},
					{
						Params =
						{
							{
								Name = "Offset",
								Type = "Vector3d",
							},
						},
						Notes = "Moves the entity by the specified amount in each direction",
					},
				},
				AddPosX =
				{
					Params =
					{
						{
							Name = "OffsetX",
							Type = "number",
						},
					},
					Notes = "Moves the entity by the specified amount in the X axis direction",
				},
				AddPosY =
				{
					Params =
					{
						{
							Name = "OffsetY",
							Type = "number",
						},
					},
					Notes = "Moves the entity by the specified amount in the Y axis direction",
				},
				AddPosZ =
				{
					Params =
					{
						{
							Name = "OffsetZ",
							Type = "number",
						},
					},
					Notes = "Moves the entity by the specified amount in the Z axis direction",
				},
				AddSpeed =
				{
					{
						Params =
						{
							{
								Name = "AddX",
								Type = "number",
							},
							{
								Name = "AddY",
								Type = "number",
							},
							{
								Name = "AddZ",
								Type = "number",
							},
						},
						Notes = "Adds the specified amount of speed in each axis direction.",
					},
					{
						Params =
						{
							{
								Name = "Add",
								Type = "Vector3d",
							},
						},
						Notes = "Adds the specified amount of speed in each axis direction.",
					},
				},
				AddSpeedX =
				{
					Params =
					{
						{
							Name = "AddX",
							Type = "number",
						},
					},
					Notes = "Adds the specified amount of speed in the X axis direction.",
				},
				AddSpeedY =
				{
					Params =
					{
						{
							Name = "AddY",
							Type = "number",
						},
					},
					Notes = "Adds the specified amount of speed in the Y axis direction.",
				},
				AddSpeedZ =
				{
					Params =
					{
						{
							Name = "AddZ",
							Type = "number",
						},
					},
					Notes = "Adds the specified amount of speed in the Z axis direction.",
				},
				ApplyArmorDamage =
				{
					Params =
					{
						{
							Name = "DamageBlocked",
							Type = "number",
						},
					},
					Notes = "Lowers armor durability, as if the armor blocked the given amount of damage.",
				},
				ArmorCoversAgainst =
				{
					Params =
					{
						{
							Name = "DamageType",
							Type = "eDamageType",
						},
					},
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns whether armor will protect against the specified damage type",
				},
				Destroy =
				{
					Params =
					{
						{
							Name = "ShouldBroadcast",
							Type = "boolean",
							IsOptional = true,
						},
					},
					Notes = "Schedules the entity to be destroyed; if ShouldBroadcast is not present or set to true, broadcasts the DestroyEntity packet",
				},
				DoesPreventBlockPlacement =
				{
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns true if this entity doesn't allow blocks to be placed intersecting the entity.",
				},
				GetAirLevel =
				{
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the air level (number of ticks of air left). Note, this function is only updated with mobs or players.",
				},
				GetArmorCoverAgainst =
				{
					Params =
					{
						{
							Name = "AttackerEntity",
							Type = "cEntity",
						},
						{
							Name = "DamageType",
							Type = "eDamageType",
						},
						{
							Name = "RawDamage",
							Type = "number",
						},
					},
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the number of hitpoints out of RawDamage that the currently equipped armor would cover. See {{TakeDamageInfo}} for more information on attack damage.",
				},
				GetChunkX =
				{
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the X-coord of the chunk in which the entity is placed",
				},
				GetChunkZ =
				{
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the Z-coord of the chunk in which the entity is placed",
				},
				GetClass =
				{
					Returns =
					{
						{
							Type = "string",
						},
					},
					Notes = "Returns the classname of the entity, such as \"cSpider\" or \"cPickup\"",
				},
				GetClassStatic =
				{
					IsStatic = true,
					Returns =
					{
						{
							Type = "string",
						},
					},
					Notes = "Returns the entity classname that this class implements. Each descendant overrides this function.",
				},
				GetEnchantmentBlastKnockbackReduction =
				{
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns explosion knock back reduction percent from blast protection level.",
				},
				GetEnchantmentCoverAgainst =
				{
					Params =
					{
						{
							Name = "AttackerEntity",
							Type = "cEntity",
						},
						{
							Name = "DamageType",
							Type = "eDamageType",
						},
						{
							Name = "RawDamage",
							Type = "number",
						},
					},
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the number of hitpoints out of RawDamage that the enchantments on the currently equipped armor would cover. See {{TakeDamageInfo}} for more information on attack damage.",
				},
				GetEntityType =
				{
					Returns =
					{
						{
							Name = "EntityType",
							Type = "cEntity#eEntityType",
						},
					},
					Notes = "Returns the type of the entity, one of the {{cEntity#eEntityType|etXXX}} constants. Note that to check specific entity type, you should use one of the IsXXX functions instead of comparing the value returned by this call.",
				},
				GetEquippedBoots =
				{
					Returns =
					{
						{
							Type = "cItem",
						},
					},
					Notes = "Returns the boots that the entity has equipped. Returns an empty cItem if no boots equipped or not applicable.",
				},
				GetEquippedChestplate =
				{
					Returns =
					{
						{
							Type = "cItem",
						},
					},
					Notes = "Returns the chestplate that the entity has equipped. Returns an empty cItem if no chestplate equipped or not applicable.",
				},
				GetEquippedHelmet =
				{
					Returns =
					{
						{
							Type = "cItem",
						},
					},
					Notes = "Returns the helmet that the entity has equipped. Returns an empty cItem if no helmet equipped or not applicable.",
				},
				GetEquippedLeggings =
				{
					Returns =
					{
						{
							Type = "cItem",
						},
					},
					Notes = "Returns the leggings that the entity has equipped. Returns an empty cItem if no leggings equipped or not applicable.",
				},
				GetEquippedWeapon =
				{
					Returns =
					{
						{
							Type = "cItem",
						},
					},
					Notes = "Returns the weapon that the entity has equipped. Returns an empty cItem if no weapon equipped or not applicable.",
				},
				GetOffHandEquipedItem =
				{
					Returns =
					{
						{
							Type = "cItem",
						},
					},
					Notes = "Returns the item that the entity has equipped on off-hand. Returns an empty cItem if no item equipped or not applicable.",
				},
				GetGravity =
				{
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the number that is used as the gravity for physics simulation. 1G (9.78) by default.",
				},
				GetHeadYaw =
				{
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the pitch of the entity's head (FIXME: Rename to GetHeadPitch() ).",
				},
				GetHealth =
				{
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the current health of the entity.",
				},
				GetHeight =
				{
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the height (Y size) of the entity",
				},
				GetInvulnerableTicks =
				{
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the number of ticks that this entity will be invulnerable for. This is used for after-hit recovery - the entities are invulnerable for half a second after being hit.",
				},
				GetKnockbackAmountAgainst =
				{
					Params =
					{
						{
							Name = "ReceiverEntity",
							Type = "cEntity",
						},
					},
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the amount of knockback that the currently equipped items would cause when attacking the ReceiverEntity.",
				},
				GetLookVector =
				{
					Returns =
					{
						{
							Type = "Vector3f",
						},
					},
					Notes = "Returns the vector that defines the direction in which the entity is looking",
				},
				GetMass =
				{
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the mass of the entity. Currently unused.",
				},
				GetMaxHealth =
				{
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the maximum number of hitpoints this entity is allowed to have.",
				},
				GetParentClass =
				{
					Returns =
					{
						{
							Type = "string",
						},
					},
					Notes = "Returns the name of the direct parent class for this entity",
				},
				GetPitch =
				{
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the pitch (nose-down rotation) of the entity. Measured in degrees, normal values range from -90 to +90. +90 means looking down, 0 means looking straight ahead, -90 means looking up.",
				},
				GetPosition =
				{
					Returns =
					{
						{
							Type = "Vector3d",
						},
					},
					Notes = "Returns the entity's pivot position as a 3D vector",
				},
				GetPosX =
				{
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the X-coord of the entity's pivot",
				},
				GetPosY =
				{
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the Y-coord of the entity's pivot",
				},
				GetPosZ =
				{
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the Z-coord of the entity's pivot",
				},
				GetRawDamageAgainst =
				{
					Params =
					{
						{
							Name = "ReceiverEntity",
							Type = "cEntity",
						},
					},
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the raw damage that this entity's equipment would cause when attacking the ReceiverEntity. This includes this entity's weapon {{cEnchantments|enchantments}}, but excludes the receiver's armor or potion effects. See {{TakeDamageInfo}} for more information on attack damage.",
				},
				GetRoll =
				{
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the roll (sideways rotation) of the entity. Currently unused.",
				},
				GetSpeed =
				{
					Returns =
					{
						{
							Type = "Vector3d",
						},
					},
					Notes = "Returns the complete speed vector of the entity",
				},
				GetSpeedX =
				{
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the X-part of the speed vector",
				},
				GetSpeedY =
				{
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the Y-part of the speed vector",
				},
				GetSpeedZ =
				{
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the Z-part of the speed vector",
				},
				GetTicksAlive =
				{
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the number of ticks that this entity has been alive for.",
				},
				GetUniqueID =
				{
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the ID that uniquely identifies the entity within the running server. Note that this ID is not persisted to the data files.",
				},
				GetWidth =
				{
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the width (X and Z size) of the entity.",
				},
				GetWorld =
				{
					Returns =
					{
						{
							Type = "cWorld",
						},
					},
					Notes = "Returns the world where the entity resides",
				},
				GetYaw =
				{
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the yaw (direction) of the entity. Measured in degrees, values range from -180 to +180. 0 means ZP, 90 means XM, -180 means ZM, -90 means XP.",
				},
				HandleSpeedFromAttachee =
				{
					Params =
					{
						{
							Name = "ForwardAmount",
							Type = "number",
						},
						{
							Name = "SidewaysAmount",
							Type = "number",
						},
					},
					Notes = "Updates the entity's speed based on the attachee exerting the specified force forward and sideways. Used for entities being driven by other entities attached to them - usually players driving minecarts and boats.",
				},
				Heal =
				{
					Params =
					{
						{
							Name = "Hitpoints",
							Type = "number",
						},
					},
					Notes = "Heals the specified number of hitpoints. Hitpoints is expected to be a positive number.",
				},
				IsA =
				{
					Params =
					{
						{
							Name = "ClassName",
							Type = "string",
						},
					},
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns true if the entity class is a descendant of the specified class name, or the specified class itself",
				},
				IsBoat =
				{
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns true if the entity is a {{cBoat|boat}}.",
				},
				IsCrouched =
				{
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns true if the entity is crouched. Always false for entities that don't support crouching.",
				},
				IsDestroyed =
				{
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "(<b>DEPRECATED</b>) Please use cEntity:IsTicking().",
				},
				IsEnderCrystal =
				{
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns true if the entity is an ender crystal.",
				},
				IsExpOrb =
				{
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns true if the entity represents an experience orb",
				},
				IsFallingBlock =
				{
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns true if the entity represents a {{cFallingBlock}} entity.",
				},
				IsFireproof =
				{
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns true if the entity takes no damage from being on fire.",
				},
				IsFloater =
				{
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns true if the entity represents a fishing rod floater",
				},
				IsInvisible =
				{
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns true if the entity is invisible",
				},
				IsInFire =
				{
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns true if any part of the entity is in a fire block",
				},
				IsInLava =
				{
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns true if any part of the entity is in a lava block",
				},
				IsInWater =
				{
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns true if any part of the entity is in a water block",
				},
				IsHeadInWater =
				{
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns true if the entity's head is in a water block",
				},
				IsItemFrame =
				{
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns true if the entity is an item frame.",
				},
				IsLeashKnot =
				{
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns true if the entity is a leash knot.",
				},
				IsMinecart =
				{
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns true if the entity represents a {{cMinecart|minecart}}",
				},
				IsMob =
				{
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns true if the entity represents any {{cMonster|mob}}.",
				},
				IsOnFire =
				{
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns true if the entity is on fire",
				},
				IsOnGround =
				{
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns true if the entity is on ground (not falling, not jumping, not flying)",
				},
				IsPainting =
				{
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns if this entity is a painting.",
				},
				IsPawn =
				{
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns true if the entity is a {{cPawn}} descendant.",
				},
				IsPickup =
				{
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns true if the entity represents a {{cPickup|pickup}}.",
				},
				IsPlayer =
				{
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns true if the entity represents a {{cPlayer|player}}",
				},
				IsProjectile =
				{
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns true if the entity is a {{cProjectileEntity}} descendant.",
				},
				IsRclking =
				{
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Currently unimplemented",
				},
				IsRiding =
				{
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns true if the entity is attached to (riding) another entity.",
				},
				IsSprinting =
				{
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns true if the entity is sprinting. Entities that cannot sprint return always false",
				},
				IsSubmerged =
				{
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns true if the entity's head is in a water block <b>Currently deprecated in favour of IsHeadInWater()</b>",
				},
				IsSwimming =
				{
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns true if any part of the entity is in a water block. Note, this function is only updated with mobs or players. <b>Currently deprecated in favour of IsInWater()</b>",
				},
				IsTicking =
				{
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns true if the entity is valid and ticking. Returns false if the entity is not ticking and is about to leave its current world either via teleportation or destruction. If this returns false, you must stop using the cEntity pointer you have.",
				},
				IsTNT =
				{
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns true if the entity represents a {{cTNTEntity|TNT entity}}",
				},
				Killed =
				{
					Params =
					{
						{
							Name = "Victim",
							Type = "cEntity",
						},
					},
					Notes = "This entity has killed another entity (the Victim). For players, adds the scoreboard statistics about the kill.",
				},
				MoveToWorld =
				{
					{
						Params =
						{
							{
								Name = "World",
								Type = "cWorld",
							},
							{
								Name = "ShouldSendRespawn",
								Type = "boolean",
								IsOptional = true,
							},
						},
						Returns =
						{
							{
								Type = "boolean",
							},
						},
						Notes = "Removes the entity from this world and starts moving it to the specified world's spawn point. Note that to avoid deadlocks, the move is asynchronous - the entity is moved into a queue and will be moved from that queue into the destination world at some (unpredictable) time in the future. ShouldSendRespawn is used only for players, it specifies whether the player should be sent a Respawn packet upon leaving the world (The client handles respawns only between different dimensions).",
					},
					{
						Params =
						{
							{
								Name = "WorldName",
								Type = "string",
							},
							{
								Name = "ShouldSendRespawn",
								Type = "boolean",
								IsOptional = true,
							},
						},
						Returns =
						{
							{
								Type = "boolean",
							},
						},
						Notes = "Removes the entity from this world and starts moving it to the specified world's spawn point. Note that to avoid deadlocks, the move is asynchronous - the entity is moved into a queue and will be moved from that queue into the destination world at some (unpredictable) time in the future. ShouldSendRespawn is used only for players, it specifies whether the player should be sent a Respawn packet upon leaving the world (The client handles respawns only between different dimensions).",
					},
					{
						Params =
						{
							{
								Name = "World",
								Type = "cWorld",
							},
							{
								Name = "ShouldSendRespawn",
								Type = "boolean",
							},
							{
								Name = "Position",
								Type = "Vector3d",
							},
						},
						Returns =
						{
							{
								Type = "boolean",
							},
						},
						Notes = "Removes the entity from this world and starts moving it to the specified world. Note that to avoid deadlocks, the move is asynchronous - the entity is moved into a queue and will be moved from that queue into the destination world at some (unpredictable) time in the future. ShouldSendRespawn is used only for players, it specifies whether the player should be sent a Respawn packet upon leaving the world (The client handles respawns only between different dimensions). The Position parameter specifies the location that the entity should be placed in, in the new world.",
					},
					{
						Params =
						{
							{
								Name = "World",
								Type = "cWorld",
							},
							{
								Name = "Position",
								Type = "Vector3d",
							},
							{
								Name = "ShouldSetPortalCooldown",
								Type = "boolean",
								IsOptional = true,
							},
							{
								Name = "ShouldSendRespawn",
								Type = "boolean",
								IsOptional = true,
							},
						},
						Returns =
						{
							{
								Type = "boolean",
							},
						},
						Notes = "Removes the entity from this world and starts moving it to the specified world. Note that to avoid deadlocks, the move is asynchronous - the entity is moved into a queue and will be moved from that queue into the destination world at some (unpredictable) time in the future. If ShouldSetPortalCooldown is false (default), doesn't set any portal cooldown, if it is true, the default portal cooldown is applied to the entity. ShouldSendRespawn is used only for players, it specifies whether the player should be sent a Respawn packet upon leaving the world (The client handles respawns only between different dimensions). The Position parameter specifies the location that the entity should be placed in, in the new world.",
					},
				},
				ScheduleMoveToWorld =
				{
					Params =
					{
						{
							Name = "World",
							Type = "cWorld",
						},
						{
							Name = "NewPosition",
							Type = "Vector3d",
						},
						{
							Name = "ShouldSetPortalCooldown",
							Type = "boolean",
							IsOptional = true,
						},
						{
							Name = "ShouldSendRespawn",
							Type = "boolean",
							IsOptional  = true,
						},
					},
					Notes = "Schedules a MoveToWorld call to occur on the next Tick of the entity. If ShouldSetPortalCooldown is false (default), doesn't set any portal cooldown, if it is true, the default portal cooldown is applied to the entity. If ShouldSendRespawn is false, no respawn packet is sent, if it is true (default) then a respawn packet is sent to the client. <b>OBSOLETE</b>, use MoveToWorld instead.",
				},
				SetGravity =
				{
					Params =
					{
						{
							Name = "Gravity",
							Type = "number",
						},
					},
					Notes = "Sets the number that is used as the gravity for physics simulation. 1G (9.78) by default.",
				},
				SetHeadYaw =
				{
					Params =
					{
						{
							Name = "HeadPitch",
							Type = "number",
						},
					},
					Notes = "Sets the head pitch (FIXME: Rename to SetHeadPitch() ).",
				},
				SetHealth =
				{
					Params =
					{
						{
							Name = "Hitpoints",
							Type = "number",
						},
					},
					Notes = "Sets the entity's health to the specified amount of hitpoints. Doesn't broadcast any hurt animation. Doesn't kill the entity if health drops below zero. Use the TakeDamage() function instead for taking damage.",
				},
				SetInvulnerableTicks =
				{
					Params =
					{
						{
							Name = "NumTicks",
							Type = "number",
						},
					},
					Notes = "Sets the amount of ticks for which the entity will not receive any damage from other entities.",
				},
				SetIsFireproof =
				{
					Params =
					{
						{
							Name = "IsFireproof",
							Type = "boolean",
						},
					},
					Notes = "Sets whether the entity receives damage from being on fire.",
				},
				SetMass =
				{
					Params =
					{
						{
							Name = "Mass",
							Type = "number",
						},
					},
					Notes = "Sets the mass of the entity. Currently unused.",
				},
				SetMaxHealth =
				{
					Params =
					{
						{
							Name = "MaxHitpoints",
							Type = "number",
						},
					},
					Notes = "Sets the maximum hitpoints of the entity. If current health is above MaxHitpoints, it is capped to MaxHitpoints.",
				},
				SetPitch =
				{
					Params =
					{
						{
							Name = "Pitch",
							Type = "number",
						},
					},
					Notes = "Sets the pitch (nose-down rotation) of the entity",
				},
				SetPitchFromSpeed =
				{
					Notes = "Sets the entity pitch to match its speed (entity looking forwards as it moves)",
				},
				SetPosition =
				{
					{
						Params =
						{
							{
								Name = "PosX",
								Type = "number",
							},
							{
								Name = "PosY",
								Type = "number",
							},
							{
								Name = "PosZ",
								Type = "number",
							},
						},
						Notes = "Sets all three coords of the entity's pivot",
					},
					{
						Params =
						{
							{
								Name = "Vector3d",
								Type = "Vector3d",
							},
						},
						Notes = "Sets all three coords of the entity's pivot",
					},
				},
				SetPosX =
				{
					Params =
					{
						{
							Name = "PosX",
							Type = "number",
						},
					},
					Notes = "Sets the X-coord of the entity's pivot",
				},
				SetPosY =
				{
					Params =
					{
						{
							Name = "PosY",
							Type = "number",
						},
					},
					Notes = "Sets the Y-coord of the entity's pivot",
				},
				SetPosZ =
				{
					Params =
					{
						{
							Name = "PosZ",
							Type = "number",
						},
					},
					Notes = "Sets the Z-coord of the entity's pivot",
				},
				SetRoll =
				{
					Params =
					{
						{
							Name = "Roll",
							Type = "number",
						},
					},
					Notes = "Sets the roll (sideways rotation) of the entity. Currently unused.",
				},
				SetSpeed =
				{
					{
						Params =
						{
							{
								Name = "SpeedX",
								Type = "number",
							},
							{
								Name = "SpeedY",
								Type = "number",
							},
							{
								Name = "SpeedZ",
								Type = "number",
							},
						},
						Notes = "Sets the current speed of the entity",
					},
					{
						Params =
						{
							{
								Name = "Speed",
								Type = "Vector3d",
							},
						},
						Notes = "Sets the current speed of the entity",
					},
				},
				SetSpeedX =
				{
					Params =
					{
						{
							Name = "SpeedX",
							Type = "number",
						},
					},
					Notes = "Sets the X component of the entity speed",
				},
				SetSpeedY =
				{
					Params =
					{
						{
							Name = "SpeedY",
							Type = "number",
						},
					},
					Notes = "Sets the Y component of the entity speed",
				},
				SetSpeedZ =
				{
					Params =
					{
						{
							Name = "SpeedZ",
							Type = "number",
						},
					},
					Notes = "Sets the Z component of the entity speed",
				},
				SetYaw =
				{
					Params =
					{
						{
							Name = "Yaw",
							Type = "number",
						},
					},
					Notes = "Sets the yaw (direction) of the entity.",
				},
				SetYawFromSpeed =
				{
					Notes = "Sets the entity's yaw to match its current speed (entity looking forwards as it moves).",
				},
				StartBurning =
				{
					Params =
					{
						{
							Name = "NumTicks",
							Type = "number",
						},
					},
					Notes = "Sets the entity on fire for the specified number of ticks. If entity is on fire already, makes it burn for either NumTicks or the number of ticks left from the previous fire, whichever is larger.",
				},
				SteerVehicle =
				{
					Params =
					{
						{
							Name = "ForwardAmount",
							Type = "number",
						},
						{
							Name = "SidewaysAmount",
							Type = "number",
						},
					},
					Notes = "Applies the specified steering to the vehicle this entity is attached to. Ignored if not attached to any entity.",
				},
				StopBurning =
				{
					Notes = "Extinguishes the entity fire, cancels all fire timers.",
				},
				TakeDamage =
				{
					{
						Params =
						{
							{
								Name = "AttackerEntity",
								Type = "cEntity",
							},
						},
						Notes = "Causes this entity to take damage that AttackerEntity would inflict. Includes their weapon and this entity's armor.",
					},
					{
						Params =
						{
							{
								Name = "DamageType",
								Type = "eDamageType",
							},
							{
								Name = "AttackerEntity",
								Type = "cEntity",
							},
							{
								Name = "RawDamage",
								Type = "number",
							},
							{
								Name = "KnockbackAmount",
								Type = "number",
							},
						},
						Notes = "Causes this entity to take damage of the specified type, from the specified attacker (may be nil). The final damage is calculated from RawDamage using the currently equipped armor.",
					},
					{
						Params =
						{
							{
								Name = "DamageType",
								Type = "eDamageType",
							},
							{
								Name = "AttackerEntity",
								Type = "cEntity",
							},
							{
								Name = "RawDamage",
								Type = "number",
							},
							{
								Name = "FinalDamage",
								Type = "number",
							},
							{
								Name = "KnockbackAmount",
								Type = "number",
							},
						},
						Notes = "Causes this entity to take damage of the specified type, from the specified attacker (may be nil). The values are wrapped into a {{TakeDamageInfo}} structure and applied directly.",
					},
				},
				TeleportToCoords =
				{
					Params =
					{
						{
							Name = "PosX",
							Type = "number",
						},
						{
							Name = "PosY",
							Type = "number",
						},
						{
							Name = "PosZ",
							Type = "number",
						},
					},
					Notes = "Teleports the entity to the specified coords. Asks plugins if the teleport is allowed.",
				},
				TeleportToEntity =
				{
					Params =
					{
						{
							Name = "DestEntity",
							Type = "cEntity",
						},
					},
					Notes = "Teleports this entity to the specified destination entity. Asks plugins if the teleport is allowed.",
				},
			},
			Constants =
			{
				INVALID_ID =
				{
					Notes = "Special value of an entity ID, indicating a failure. Used primarily in functions that create entities when the entity cannot be created.",
				},
				etBoat =
				{
					Notes = "The entity is a {{cBoat}}",
				},
				etEnderCrystal =
				{
					Notes = "",
				},
				etEntity =
				{
					Notes = "No further specialization available",
				},
				etExpOrb =
				{
					Notes = "The entity is a {{cExpOrb}}",
				},
				etFallingBlock =
				{
					Notes = "The entity is a {{cFallingBlock}}",
				},
				etFloater =
				{
					Notes = "The entity is a fishing rod floater",
				},
				etItemFrame =
				{
					Notes = "The entity is an item frame",
				},
				etLeashKnot =
				{
					Notes = "The entity is a leash knot",
				},
				etMinecart =
				{
					Notes = "The entity is a {{cMinecart}} descendant",
				},
				etMob =
				{
					Notes = "The entity is a {{cMonster}} descendant",
				},
				etMonster =
				{
					Notes = "The entity is a {{cMonster}} descendant",
				},
				etPainting =
				{
					Notes = "The entity is a {{cPainting}}",
				},
				etPickup =
				{
					Notes = "The entity is a {{cPickup}}",
				},
				etPlayer =
				{
					Notes = "The entity is a {{cPlayer}}",
				},
				etProjectile =
				{
					Notes = "The entity is a {{cProjectileEntity}} descendant",
				},
				etTNT =
				{
					Notes = "The entity is a {{cTNTEntity}}",
				},
			},
			ConstantGroups =
			{
				eEntityType =
				{
					Include = "et.*",
					TextBefore = "The following constants are used to distinguish between different entity types:",
				},
			},
		},
		cEntityEffect =
		{
			Functions =
			{
				GetPotionColor =
				{
					IsStatic = true,
					Params =
					{
						{
							Name = "ItemDamage",
							Type = "number",
						},
					},
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the potion color (used by the client for visuals), based on the potion's damage value",
				},
				GetPotionEffectDuration =
				{
					IsStatic = true,
					Params =
					{
						{
							Name = "ItemDamage",
							Type = "number",
						},
					},
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the effect duration, in ticks, based on the potion's damage value",
				},
				GetPotionEffectIntensity =
				{
					IsStatic = true,
					Params =
					{
						{
							Name = "ItemDamage",
							Type = "number",
						},
					},
					Returns =
					{
						{
							Name = "short",
							Type = "number",
						},
					},
					Notes = "Retrieves the intensity level from the potion's damage value. Returns 0 for level I potions, 1 for level II potions.",
				},
				GetPotionEffectType =
				{
					IsStatic = true,
					Params =
					{
						{
							Name = "ItemDamage",
							Type = "number",
						},
					},
					Returns =
					{
						{
							Name = "eType",
							Type = "cEntityEffect#eType",
						},
					},
					Notes = "Translates the potion's damage value into the entity effect that the potion gives",
				},
				IsPotionDrinkable =
				{
					IsStatic = true,
					Params =
					{
						{
							Name = "ItemDamage",
							Type = "number",
						},
					},
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns true if the potion with the given damage is drinkable",
				},
			},  -- Functions
			ConstantGroups =
			{
				eType =
				{
					Include = { "eff.*" },
				},
			},  -- ConstantGroups
		},  -- cEntityEffect

		cFile =
		{
			Desc = [[
				Provides helper functions for manipulating and querying the filesystem. Most functions are static,
				so they should be called directly on the cFile class itself:
<pre class="prettyprint lang-lua">
cFile:DeleteFile("/usr/bin/virus.exe");
</pre></p>
			]],
			Functions =
			{
				ChangeFileExt =
				{
					IsStatic = true,
					Params =
					{
						{
							Name = "FileName",
							Type = "string",
						},
						{
							Name = "NewExt",
							Type = "string",
						},
					},
					Returns =
					{
						{
							Type = "string",
						},
					},
					Notes = "Returns FileName with its extension changed to NewExt. NewExt may begin with a dot, but needn't, the result is the same in both cases (the first dot, if present, is ignored). FileName may contain path elements, extension is recognized as the last dot after the last path separator in the string.",
				},
				Copy =
				{
					IsStatic = true,
					Params =
					{
						{
							Name = "SrcFileName",
							Type = "string",
						},
						{
							Name = "DstFileName",
							Type = "string",
						},
					},
					Returns =
					{
						{
							Name = "IsSuccess",
							Type = "boolean",
						},
					},
					Notes = "Copies a single file to a new destination. Returns true if successful. Fails if the destination already exists.",
				},
				CreateFolder =
				{
					IsStatic = true,
					Params =
					{
						{
							Name = "FolderPath",
							Type = "string",
						},
					},
					Returns =
					{
						{
							Name = "IsSuccess",
							Type = "boolean",
						},
					},
					Notes = "Creates a new folder. Returns true if successful. Only a single level can be created at a time, use CreateFolderRecursive() to create multiple levels of folders at once.",
				},
				CreateFolderRecursive =
				{
					IsStatic = true,
					Params =
					{
						{
							Name = "FolderPath",
							Type = "string",
						},
					},
					Returns =
					{
						{
							Name = "IsSuccess",
							Type = "boolean",
						},
					},
					Notes = "Creates a new folder, creating its parents if needed. Returns true if successful.",
				},
				Delete =
				{
					IsStatic = true,
					Params =
					{
						{
							Name = "Path",
							Type = "string",
						},
					},
					Returns =
					{
						{
							Name = "IsSuccess",
							Type = "boolean",
						},
					},
					Notes = "Deletes the specified file or folder. Returns true if successful. Only deletes folders that are empty.<br/><b>NOTE</b>: If you already know if the object is a file or folder, use DeleteFile() or DeleteFolder() explicitly.",
				},
				DeleteFile =
				{
					IsStatic = true,
					Params =
					{
						{
							Name = "FilePath",
							Type = "string",
						},
					},
					Returns =
					{
						{
							Name = "IsSuccess",
							Type = "boolean",
						},
					},
					Notes = "Deletes the specified file. Returns true if successful.",
				},
				DeleteFolder =
				{
					IsStatic = true,
					Params =
					{
						{
							Name = "FolderPath",
							Type = "string",
						},
					},
					Returns =
					{
						{
							Name = "IsSuccess",
							Type = "boolean",
						},
					},
					Notes = "Deletes the specified file or folder. Returns true if successful. Only deletes folders that are empty.",
				},
				DeleteFolderContents =
				{
					IsStatic = true,
					Params =
					{
						{
							Name = "FolderPath",
							Type = "string",
						},
					},
					Returns =
					{
						{
							Name = "IsSuccess",
							Type = "boolean",
						},
					},
					Notes = "Deletes everything from the specified folder, recursively. The specified folder stays intact. Returns true if successful.",
				},
				Exists =
				{
					IsStatic = true,
					Params =
					{
						{
							Name = "Path",
							Type = "string",
						},
					},
					Returns =
					{
						{
							Name = "Exists",
							Type = "boolean",
						},
					},
					Notes = "Returns true if the specified file or folder exists.<br/><b>OBSOLETE</b>, use IsFile() or IsFolder() instead",
				},
				GetExecutableExt =
				{
					IsStatic = true,
					Returns =
					{
						{
							Type = "string",
						},
					},
					Notes = "Returns the customary executable extension (including the dot) used by the current platform (\".exe\" on Windows, empty string on Linux). ",
				},
				GetFolderContents =
				{
					IsStatic = true,
					Params =
					{
						{
							Name = "FolderName",
							Type = "string",
						},
					},
					Returns =
					{
						{
							Type = "table",
						},
					},
					Notes = "Returns the contents of the specified folder, as an array table of strings. Each filesystem object is listed. Use the IsFile() and IsFolder() functions to determine the object type. Note that \".\" and \"..\" are NOT returned. The order of the names is arbitrary (as returned by OS, no sorting).",
				},
				GetLastModificationTime =
				{
					IsStatic = true,
					Params =
					{
						{
							Name = "Path",
							Type = "string",
						},
					},
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the last modification time (in current timezone) of the specified file or folder. Returns zero if file not found / not accessible. The returned value is in the same units as values returned by os.time().",
				},
				GetPathSeparator =
				{
					IsStatic = true,
					Returns =
					{
						{
							Type = "string",
						},
					},
					Notes = "Returns the primary path separator used by the current platform. Returns \"\\\" on Windows and \"/\" on Linux. Note that the platform or CRT may support additional path separators, those are not reported.",
				},
				GetSize =
				{
					IsStatic = true,
					Params =
					{
						{
							Name = "FileName",
							Type = "string",
						},
					},
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the size of the file, or -1 on failure.",
				},
				IsFile =
				{
					IsStatic = true,
					Params =
					{
						{
							Name = "Path",
							Type = "string",
						},
					},
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns true if the specified path points to an existing file.",
				},
				IsFolder =
				{
					IsStatic = true,
					Params =
					{
						{
							Name = "Path",
							Type = "string",
						},
					},
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns true if the specified path points to an existing folder.",
				},
				ReadWholeFile =
				{
					IsStatic = true,
					Params =
					{
						{
							Name = "FileName",
							Type = "string",
						},
					},
					Returns =
					{
						{
							Type = "string",
						},
					},
					Notes = "Returns the entire contents of the specified file. Returns an empty string if the file cannot be opened.",
				},
				Rename =
				{
					IsStatic = true,
					Params =
					{
						{
							Name = "OrigPath",
							Type = "string",
						},
						{
							Name = "NewPath",
							Type = "string",
						},
					},
					Returns =
					{
						{
							Name = "IsSuccess",
							Type = "boolean",
						},
					},
					Notes = "Renames a file or a folder. Returns true if successful. Undefined result if NewPath already exists.",
				},
			},
		},
		cFloater =
		{
			Desc = [[
				Manages the floater created when a player uses their fishing rod.
			]],
			Functions =
			{
				CanPickup =
				{
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns true if the floater gives an item when the player right clicks.",
				},
				GetAttachedMobID =
				{
					Returns =
					{
						{
							Name = "EntityID",
							Type = "number",
						},
					},
					Notes = "Returns the EntityID of a mob that this floater is attached to. Returns -1 if not attached to any mob.",
				},
				GetOwnerID =
				{
					Returns =
					{
						{
							Name = "EntityID",
							Type = "number",
						},
					},
					Notes = "Returns the EntityID of the player who owns the floater.",
				},
				GetBitePos =
				{
					Returns =
					{
							Name = "BitePosition",
							Type = "Vector3d",
					},
					Notes = "Returns the position of the floater just before a fish bites. If a fish hasn't bitten the floater, this function returns the position the floater was cast from.",
				},
			},
			Inherits = "cEntity",
		},
		cHangingEntity =
		{
			Functions =
			{
				GetFacing =
				{
					Returns =
					{
						{
							Name = "BlockFace",
							Type = "eBlockFace",
						},
					},
					Notes = "Returns the direction in which the entity is facing.",
				},
				SetFacing =
				{
					Params =
					{
						{
							Name = "BlockFace",
							Type = "eBlockFace",
						},
					},
					Notes = "Set the direction in which the entity is facing.",
				},
			},
			Inherits = "cEntity",
		},
		cIniFile =
		{
			Desc = [[
				This class implements a simple name-value storage represented on disk by an INI file. These files
				are suitable for low-volume high-latency human-readable information storage, such as for
				configuration. Cuberite itself uses INI files for settings and options.</p>
				<p>
				The INI files follow this basic structure:
<pre class="prettyprint lang-ini">
; Header comment line
[KeyName0]
; Key comment line 0
ValueName0=Value0
ValueName1=Value1

[KeyName1]
; Key comment line 0
; Key comment line 1
ValueName0=SomeOtherValue
</pre>
				The cIniFile object stores all the objects in numbered arrays and provides access to the information
				either based on names (KeyName, ValueName) or zero-based indices.</p>
				<p>
				The objects of this class are created empty. You need to either load a file using ReadFile(), or
				insert values by hand. Then you can store the object's contents to a disk file using WriteFile(), or
				just forget everything by destroying the object. Note that the file operations are quite slow.</p>
				<p>
				For storing high-volume low-latency data, use the {{sqlite3}} class. For storing
				hierarchically-structured data, use the XML format, using the LuaExpat parser in the {{lxp}} class.
			]],
			Functions =
			{
				AddHeaderComment =
				{
					Params =
					{
						{
							Name = "Comment",
							Type = "string",
						},
					},
					Notes = "Adds a comment to be stored in the file header.",
				},
				AddKeyComment =
				{
					{
						Params =
						{
							{
								Name = "KeyID",
								Type = "number",
							},
							{
								Name = "Comment",
								Type = "string",
							},
						},
						Notes = "Adds a comment to be stored in the file under the specified key",
					},
					{
						Params =
						{
							{
								Name = "KeyName",
								Type = "string",
							},
							{
								Name = "Comment",
								Type = "string",
							},
						},
						Notes = "Adds a comment to be stored in the file under the specified key",
					},
				},
				AddKeyName =
				{
					Params =
					{
						{
							Name = "KeyName",
							Type = "string",
						},
					},
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Adds a new key of the specified name. Returns the KeyID of the new key.",
				},
				AddValue =
				{
					Params =
					{
						{
							Name = "KeyName",
							Type = "string",
						},
						{
							Name = "ValueName",
							Type = "string",
						},
						{
							Name = "Value",
							Type = "string",
						},
					},
					Notes = "Adds a new value of the specified name to the specified key. If another value of the same name exists in the key, both are kept (nonstandard INI file)",
				},
				AddValueB =
				{
					Params =
					{
						{
							Name = "KeyName",
							Type = "string",
						},
						{
							Name = "ValueName",
							Type = "string",
						},
						{
							Name = "Value",
							Type = "boolean",
						},
					},
					Notes = "Adds a new bool value of the specified name to the specified key. If another value of the same name exists in the key, both are kept (nonstandard INI file)",
				},
				AddValueF =
				{
					Params =
					{
						{
							Name = "KeyName",
							Type = "string",
						},
						{
							Name = "ValueName",
							Type = "string",
						},
						{
							Name = "Value",
							Type = "number",
						},
					},
					Notes = "Adds a new float value of the specified name to the specified key. If another value of the same name exists in the key, both are kept (nonstandard INI file)",
				},
				AddValueI =
				{
					Params =
					{
						{
							Name = "KeyName",
							Type = "string",
						},
						{
							Name = "ValueName",
							Type = "string",
						},
						{
							Name = "Value",
							Type = "number",
						},
					},
					Notes = "Adds a new integer value of the specified name to the specified key. If another value of the same name exists in the key, both are kept (nonstandard INI file)",
				},
				CaseInsensitive =
				{
					Notes = "Sets key names' and value names' comparisons to case insensitive (default).",
				},
				CaseSensitive =
				{
					Notes = "Sets key names and value names comparisons to case sensitive.",
				},
				Clear =
				{
					Notes = "Removes all the in-memory data. Note that , like all the other operations, this doesn't affect any file data.",
				},
				constructor =
				{
					Returns =
					{
						{
							Type = "cIniFile",
						},
					},
					Notes = "Creates a new empty cIniFile object.",
				},
				DeleteHeaderComment =
				{
					Params =
					{
						{
							Name = "CommentID",
							Type = "number",
						},
					},
					Returns =
					{
						{
							Name = "IsSuccess",
							Type = "boolean",
						},
					},
					Notes = "Deletes the specified header comment. Returns true if successful.",
				},
				DeleteHeaderComments =
				{
					Notes = "Deletes all headers comments.",
				},
				DeleteKey =
				{
					Params =
					{
						{
							Name = "KeyName",
							Type = "string",
						},
					},
					Returns =
					{
						{
							Name = "IsSuccess",
							Type = "boolean",
						},
					},
					Notes = "Deletes the specified key, and all values in that key. Returns true if successful.",
				},
				DeleteKeyComment =
				{
					{
						Params =
						{
							{
								Name = "KeyID",
								Type = "number",
							},
							{
								Name = "CommentID",
								Type = "number",
							},
						},
						Returns =
						{
							{
								Name = "IsSuccess",
								Type = "boolean",
							},
						},
						Notes = "Deletes the specified key comment. Returns true if successful.",
					},
					{
						Params =
						{
							{
								Name = "KeyName",
								Type = "string",
							},
							{
								Name = "CommentID",
								Type = "number",
							},
						},
						Returns =
						{
							{
								Name = "IsSuccess",
								Type = "boolean",
							},
						},
						Notes = "Deletes the specified key comment. Returns true if successful.",
					},
				},
				DeleteKeyComments =
				{
					{
						Params =
						{
							{
								Name = "KeyID",
								Type = "number",
							},
						},
						Returns =
						{
							{
								Name = "IsSuccess",
								Type = "boolean",
							},
						},
						Notes = "Deletes all comments for the specified key. Returns true if successful.",
					},
					{
						Params =
						{
							{
								Name = "KeyName",
								Type = "string",
							},
						},
						Returns =
						{
							{
								Name = "IsSuccess",
								Type = "boolean",
							},
						},
						Notes = "Deletes all comments for the specified key. Returns true if successful.",
					},
				},
				DeleteValue =
				{
					Params =
					{
						{
							Name = "KeyName",
							Type = "string",
						},
						{
							Name = "ValueName",
							Type = "string",
						},
					},
					Returns =
					{
						{
							Name = "IsSuccess",
							Type = "boolean",
						},
					},
					Notes = "Deletes the specified value. Returns true if successful.",
				},
				DeleteValueByID =
				{
					Params =
					{
						{
							Name = "KeyID",
							Type = "number",
						},
						{
							Name = "ValueID",
							Type = "number",
						},
					},
					Returns =
					{
						{
							Name = "IsSuccess",
							Type = "boolean",
						},
					},
					Notes = "Deletes the specified value. Returns true if successful.",
				},
				FindKey =
				{
					Params =
					{
						{
							Name = "KeyName",
							Type = "string",
						},
					},
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the KeyID for the specified key name, or the noID constant if the key doesn't exist.",
				},
				FindValue =
				{
					Params =
					{
						{
							Name = "KeyID",
							Type = "number",
						},
						{
							Name = "ValueName",
							Type = "string",
						},
					},
					Returns =
					{
						{
							Name = "ValueID",
							Type = "number",
						},
					},
					Notes = "Returns the ValueID for the specified value name, or the noID constant if the specified key doesn't contain a value of that name.",
				},
				Flush =
				{
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Writes the data stored in the object to the file that was last associated with the object (ReadFile() or WriteFile()). Returns true on success, false on failure.",
				},
				GetHeaderComment =
				{
					Params =
					{
						{
							Name = "CommentID",
							Type = "number",
						},
					},
					Returns =
					{
						{
							Type = "string",
						},
					},
					Notes = "Returns the specified header comment, or an empty string if such comment doesn't exist",
				},
				GetKeyComment =
				{
					{
						Params =
						{
							{
								Name = "KeyID",
								Type = "number",
							},
							{
								Name = "CommentID",
								Type = "number",
							},
						},
						Returns =
						{
							{
								Type = "string",
							},
						},
						Notes = "Returns the specified key comment, or an empty string if such a comment doesn't exist",
					},
					{
						Params =
						{
							{
								Name = "KeyName",
								Type = "string",
							},
							{
								Name = "CommentID",
								Type = "number",
							},
						},
						Returns =
						{
							{
								Type = "string",
							},
						},
						Notes = "Returns the specified key comment, or an empty string if such a comment doesn't exist",
					},
				},
				GetKeyName =
				{
					Params =
					{
						{
							Name = "KeyID",
							Type = "number",
						},
					},
					Returns =
					{
						{
							Type = "string",
						},
					},
					Notes = "Returns the key name for the specified key ID. Inverse for FindKey().",
				},
				GetNumHeaderComments =
				{
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Retuns the number of header comments.",
				},
				GetNumKeyComments =
				{
					{
						Params =
						{
							{
								Name = "KeyID",
								Type = "number",
							},
						},
						Returns =
						{
							{
								Type = "number",
							},
						},
						Notes = "Returns the number of comments under the specified key",
					},
					{
						Params =
						{
							{
								Name = "KeyName",
								Type = "string",
							},
						},
						Returns =
						{
							{
								Type = "number",
							},
						},
						Notes = "Returns the number of comments under the specified key",
					},
				},
				GetNumKeys =
				{
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the total number of keys. This is the range for the KeyID (0 .. GetNumKeys() - 1)",
				},
				GetNumValues =
				{
					{
						Params =
						{
							{
								Name = "KeyID",
								Type = "number",
							},
						},
						Returns =
						{
							{
								Type = "number",
							},
						},
						Notes = "Returns the number of values stored under the specified key.",
					},
					{
						Params =
						{
							{
								Name = "KeyName",
								Type = "string",
							},
						},
						Returns =
						{
							{
								Type = "number",
							},
						},
						Notes = "Returns the number of values stored under the specified key.",
					},
				},
				GetValue =
				{
					{
						Params =
						{
							{
								Name = "KeyName",
								Type = "string",
							},
							{
								Name = "ValueName",
								Type = "string",
							},
							{
								Name = "DefaultValue",
								Type = "string",
								IsOptional = true,
							},
						},
						Returns =
						{
							{
								Type = "string",
							},
						},
						Notes = "Returns the value of the specified name under the specified key. Returns DefaultValue (empty string if not given) if the value doesn't exist.",
					},
					{
						Params =
						{
							{
								Name = "KeyID",
								Type = "number",
							},
							{
								Name = "ValueID",
								Type = "number",
							},
							{
								Name = "DefaultValue",
								Type = "string",
								IsOptional = true,
							},
						},
						Returns =
						{
							{
								Type = "string",
							},
						},
						Notes = "Returns the value of the specified name under the specified key. Returns DefaultValue (empty string if not given) if the value doesn't exist.",
					},
				},
				GetValueB =
				{
					Params =
					{
						{
							Name = "KeyName",
							Type = "string",
						},
						{
							Name = "ValueName",
							Type = "string",
						},
						{
							Name = "DefaultValue",
							Type = "boolean",
							IsOptional = true,
						},
					},
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns the value of the specified name under the specified key, as a bool. Returns DefaultValue (false if not given) if the value doesn't exist.",
				},
				GetValueF =
				{
					Params =
					{
						{
							Name = "KeyName",
							Type = "string",
						},
						{
							Name = "ValueName",
							Type = "string",
						},
						{
							Name = "DefaultValue",
							Type = "number",
							IsOptional = true,
						},
					},
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the value of the specified name under the specified key, as a floating-point number. Returns DefaultValue (zero if not given) if the value doesn't exist.",
				},
				GetValueI =
				{
					Params =
					{
						{
							Name = "KeyName",
							Type = "string",
						},
						{
							Name = "ValueName",
							Type = "string",
						},
						{
							Name = "DefaultValue",
							Type = "number",
							IsOptional = true,
						},
					},
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the value of the specified name under the specified key, as an integer. Returns DefaultValue (zero if not given) if the value doesn't exist.",
				},
				GetValueName =
				{
					{
						Params =
						{
							{
								Name = "KeyID",
								Type = "number",
							},
							{
								Name = "ValueID",
								Type = "number",
							},
						},
						Returns =
						{
							{
								Type = "string",
							},
						},
						Notes = "Returns the name of the value specified by its ID. Inverse for FindValue().",
					},
					{
						Params =
						{
							{
								Name = "KeyName",
								Type = "string",
							},
							{
								Name = "ValueID",
								Type = "number",
							},
						},
						Returns =
						{
							{
								Type = "string",
							},
						},
						Notes = "Returns the name of the value specified by its ID. Inverse for FindValue().",
					},
				},
				GetValueSet =
				{
					Params =
					{
						{
							Name = "KeyName",
							Type = "string",
						},
						{
							Name = "ValueName",
							Type = "string",
						},
						{
							Name = "DefaultValue",
							Type = "string",
							IsOptional = true,
						},
					},
					Returns =
					{
						{
							Type = "string",
						},
					},
					Notes = "Returns the value of the specified name under the specified key. If the value doesn't exist, creates it with the specified default (empty string if not given).",
				},
				GetValueSetB =
				{
					Params =
					{
						{
							Name = "KeyName",
							Type = "string",
						},
						{
							Name = "ValueName",
							Type = "string",
						},
						{
							Name = "DefaultValue",
							Type = "boolean",
							IsOptional = true,
						},
					},
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns the value of the specified name under the specified key, as a bool. If the value doesn't exist, creates it with the specified default (false if not given).",
				},
				GetValueSetF =
				{
					Params =
					{
						{
							Name = "KeyName",
							Type = "string",
						},
						{
							Name = "ValueName",
							Type = "string",
						},
						{
							Name = "DefaultValue",
							Type = "number",
							IsOptional = true,
						},
					},
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the value of the specified name under the specified key, as a floating-point number. If the value doesn't exist, creates it with the specified default (zero if not given).",
				},
				GetValueSetI =
				{
					Params =
					{
						{
							Name = "KeyName",
							Type = "string",
						},
						{
							Name = "ValueName",
							Type = "string",
						},
						{
							Name = "DefaultValue",
							Type = "number",
							IsOptional = true,
						},
					},
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the value of the specified name under the specified key, as an integer. If the value doesn't exist, creates it with the specified default (zero if not given).",
				},
				HasValue =
				{
					Params =
					{
						{
							Name = "KeyName",
							Type = "string",
						},
						{
							Name = "ValueName",
							Type = "string",
						},
					},
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns true if the specified value is present.",
				},
				ReadFile =
				{
					Params =
					{
						{
							Name = "FileName",
							Type = "string",
						},
						{
							Name = "AllowExampleFallback",
							Type = "boolean",
							IsOptional = true,
						},
					},
					Returns =
					{
						{
							Name = "IsSuccess",
							Type = "boolean",
						},
					},
					Notes = "Reads the values from the specified file. Previous in-memory contents are lost. If the file cannot be opened, and AllowExample is true, another file, \"filename.example.ini\", is loaded and then saved as \"filename.ini\". Returns true if successful, false if not.",
				},
				SetValue =
				{
					{
						Params =
						{
							{
								Name = "KeyID",
								Type = "number",
							},
							{
								Name = "ValueID",
								Type = "number",
							},
							{
								Name = "NewValue",
								Type = "string",
							},
						},
						Returns =
						{
							{
								Name = "IsSuccess",
								Type = "boolean",
							},
						},
						Notes = "Overwrites the specified value with a new value. If the specified value doesn't exist, returns false (doesn't add).",
					},
					{
						Params =
						{
							{
								Name = "KeyName",
								Type = "string",
							},
							{
								Name = "ValueName",
								Type = "string",
							},
							{
								Name = "NewValue",
								Type = "string",
							},
							{
								Name = "CreateIfNotExists",
								Type = "boolean",
								IsOptional = true,
							},
						},
						Returns =
						{
							{
								Name = "IsSuccess",
								Type = "boolean",
							},
						},
						Notes = "Overwrites the specified value with a new value. If CreateIfNotExists is true (default) and the value doesn't exist, it is first created. Returns true if the value was successfully set, false if not (didn't exists, CreateIfNotExists false).",
					},
				},
				SetValueB =
				{
					Params =
					{
						{
							Name = "KeyName",
							Type = "string",
						},
						{
							Name = "ValueName",
							Type = "string",
						},
						{
							Name = "NewValue",
							Type = "boolean",
						},
						{
							Name = "CreateIfNotExists",
							Type = "boolean",
							IsOptional = true,
						},
					},
					Returns =
					{
						{
							Name = "IsSuccess",
							Type = "boolean",
						},
					},
					Notes = "Overwrites the specified value with a new bool value. If CreateIfNotExists is true (default) and the value doesn't exist, it is first created. Returns true if the value was successfully set, false if not (didn't exists, CreateIfNotExists false).",
				},
				SetValueF =
				{
					Params =
					{
						{
							Name = "KeyName",
							Type = "string",
						},
						{
							Name = "ValueName",
							Type = "string",
						},
						{
							Name = "NewValue",
							Type = "number",
						},
						{
							Name = "CreateIfNotExists",
							Type = "boolean",
							IsOptional = true,
						},
					},
					Returns =
					{
						{
							Name = "IsSuccess",
							Type = "boolean",
						},
					},
					Notes = "Overwrites the specified value with a new floating-point number value. If CreateIfNotExists is true (default) and the value doesn't exist, it is first created. Returns true if the value was successfully set, false if not (didn't exists, CreateIfNotExists false).",
				},
				SetValueI =
				{
					Params =
					{
						{
							Name = "KeyName",
							Type = "string",
						},
						{
							Name = "ValueName",
							Type = "string",
						},
						{
							Name = "NewValue",
							Type = "number",
						},
						{
							Name = "CreateIfNotExists",
							Type = "boolean",
							IsOptional = true,
						},
					},
					Returns =
					{
						{
							Name = "IsSuccess",
							Type = "boolean",
						},
					},
					Notes = "Overwrites the specified value with a new integer value. If CreateIfNotExists is true (default) and the value doesn't exist, it is first created. Returns true if the value was successfully set, false if not (didn't exists, CreateIfNotExists false).",
				},
				WriteFile =
				{
					Params =
					{
						{
							Name = "FileName",
							Type = "string",
						},
					},
					Returns =
					{
						{
							Name = "IsSuccess",
							Type = "boolean",
						},
					},
					Notes = "Writes the current in-memory data into the specified file. Returns true if successful, false if not.",
				},
			},
			Constants =
			{
				noID =
				{
					Notes = "",
				},
			},
			AdditionalInfo =
			{
				{
					Header = "Code example: Reading a simple value",
					Contents = [[
						cIniFile is very easy to use. For example, you can find out what port the server is supposed to
						use according to settings.ini by using this little snippet:
<pre class="prettyprint lang-lua">
local IniFile = cIniFile();
if (IniFile:ReadFile("settings.ini")) then
	ServerPort = IniFile:GetValueI("Server", "Port");
end
</pre>
					]],
				},
				{
					Header = "Code example: Enumerating all objects in a file",
					Contents = [[
						To enumerate all keys in a file, you need to query the total number of keys, using GetNumKeys(),
						and then query each key's name using GetKeyName(). Similarly, to enumerate all values under a
						key, you need to query the total number of values using GetNumValues() and then query each
						value's name using GetValueName().</p>
						<p>
						The following code logs all keynames and their valuenames into the server log:
<pre class="prettyprint lang-lua">
local IniFile = cIniFile();
IniFile:ReadFile("somefile.ini")
local NumKeys = IniFile:GetNumKeys();
for k = 0, (NumKeys - 1) do
	local NumValues = IniFile:GetNumValues(k);
	LOG("key \"" .. IniFile:GetKeyName(k) .. "\" has " .. NumValues .. " values:");
	for v = 0, (NumValues - 1) do
		LOG("  value \"" .. IniFile:GetValueName(k, v) .. "\".");
	end
end
</pre>
					]],
				},
			},
		},
		cInventory =
		{
			Desc = [[
This object is used to store the items that a {{cPlayer|cPlayer}} has. It also keeps track of what item the player has currently selected in their hotbar.
Internally, the class uses three {{cItemGrid|cItemGrid}} objects to store the contents:
<li>Armor</li>
<li>Inventory</li>
<li>Hotbar</li>
These ItemGrids are available in the API and can be manipulated by the plugins, too.</p>
				<p>
				When using the raw slot access functions, such as GetSlot() and SetSlot(), the slots are numbered
				consecutively, each ItemGrid has its offset and count. To future-proff your plugins, use the named
				constants instead of hard-coded numbers.
			]],
			Functions =
			{
				AddItem =
				{
					Params =
					{
						{
							Name = "cItem",
							Type = "cItem",
						},
						{
							Name = "AllowNewStacks",
							Type = "boolean",
							IsOptional = true,
						},
					},
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Adds an item to the storage; if AllowNewStacks is true (default), will also create new stacks in empty slots. Returns the number of items added",
				},
				AddItems =
				{
					Params =
					{
						{
							Name = "cItems",
							Type = "cItems",
						},
						{
							Name = "AllowNewStacks",
							Type = "boolean",
							IsOptional = true,
						},
					},
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Same as AddItem, but for several items at once",
				},
				ChangeSlotCount =
				{
					Params =
					{
						{
							Name = "SlotNum",
							Type = "number",
						},
						{
							Name = "AddToCount",
							Type = "number",
						},
					},
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Adds AddToCount to the count of items in the specified slot. If the slot was empty, ignores the call. Returns the new count in the slot, or -1 if invalid SlotNum",
				},
				Clear =
				{
					Notes = "Empties all slots",
				},
				CopyToItems =
				{
					Params =
					{
						{
							Name = "cItems",
							Type = "cItems",
						},
					},
					Notes = "Copies all non-empty slots into the cItems object provided; original cItems contents are preserved",
				},
				DamageEquippedItem =
				{
					Params =
					{
						{
							Name = "DamageAmount",
							Type = "number",
							IsOptional = true,
						},
					},
					Returns =
					{
						{
							Name = "HasDestroyed",
							Type = "boolean",
						},
					},
					Notes = "Adds the specified damage (1 by default) to the currently equipped item. Removes the item and returns true if the item reached its max damage and was destroyed.",
				},
				DamageItem =
				{
					Params =
					{
						{
							Name = "SlotNum",
							Type = "number",
						},
						{
							Name = "DamageAmount",
							Type = "number",
							IsOptional = true,
						},
					},
					Returns =
					{
						{
							Name = "HasDestroyed",
							Type = "boolean",
						},
					},
					Notes = "Adds the specified damage (1 by default) to the specified item. Removes the item and returns true if the item reached its max damage and was destroyed.",
				},
				GetArmorGrid =
				{
					Returns =
					{
						{
							Type = "cItemGrid",
						},
					},
					Notes = "Returns the ItemGrid representing the armor grid (1 x 4 slots)",
				},
				GetArmorSlot =
				{
					Params =
					{
						{
							Name = "ArmorSlotNum",
							Type = "number",
						},
					},
					Returns =
					{
						{
							Type = "cItem",
						},
					},
					Notes = "Returns the specified armor slot contents. Note that the returned item is read-only",
				},
				GetEquippedBoots =
				{
					Returns =
					{
						{
							Type = "cItem",
						},
					},
					Notes = "Returns the item in the \"boots\" slot of the armor grid. Note that the returned item is read-only",
				},
				GetEquippedChestplate =
				{
					Returns =
					{
						{
							Type = "cItem",
						},
					},
					Notes = "Returns the item in the \"chestplate\" slot of the armor grid. Note that the returned item is read-only",
				},
				GetEquippedHelmet =
				{
					Returns =
					{
						{
							Type = "cItem",
						},
					},
					Notes = "Returns the item in the \"helmet\" slot of the armor grid. Note that the returned item is read-only",
				},
				GetEquippedItem =
				{
					Returns =
					{
						{
							Type = "cItem",
						},
					},
					Notes = "Returns the currently selected item from the hotbar. Note that the returned item is read-only. Also note that the returned item is bound to the actual inventory slot - if a player moves another item into the slot, this object will update to the new item. Use a {{cItem}} constructor to make a copy if you need to store the contents of the slot.",
				},
				GetEquippedLeggings =
				{
					Returns =
					{
						{
							Type = "cItem",
						},
					},
					Notes = "Returns the item in the \"leggings\" slot of the armor grid. Note that the returned item is read-only",
				},
				GetEquippedSlotNum =
				{
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the hotbar slot number for the currently selected item",
				},
				GetHotbarGrid =
				{
					Returns =
					{
						{
							Type = "cItemGrid",
						},
					},
					Notes = "Returns the ItemGrid representing the hotbar grid (9 x 1 slots)",
				},
				GetHotbarSlot =
				{
					Params =
					{
						{
							Name = "HotBarSlotNum",
							Type = "number",
						},
					},
					Returns =
					{
						{
							Type = "cItem",
						},
					},
					Notes = "Returns the specified hotbar slot contents. Note that the returned item is read-only",
				},
				GetShieldSlot =
				{
					Returns =
					{
						{
							Type = "cItem",
						},
					},
					Notes = "Returns current item in shield slot.",
				},
				GetInventoryGrid =
				{
					Returns =
					{
						{
							Type = "cItemGrid",
						},
					},
					Notes = "Returns the ItemGrid representing the main inventory (9 x 3 slots)",
				},
				GetInventorySlot =
				{
					Params =
					{
						{
							Name = "InventorySlotNum",
							Type = "number",
						},
					},
					Returns =
					{
						{
							Type = "cItem",
						},
					},
					Notes = "Returns the specified main inventory slot contents. Note that the returned item is read-only",
				},
				GetOwner =
				{
					Returns =
					{
						{
							Type = "cPlayer",
						},
					},
					Notes = "Returns the player whose inventory this object represents",
				},
				GetSlot =
				{
					Params =
					{
						{
							Name = "SlotNum",
							Type = "number",
						},
					},
					Returns =
					{
						{
							Type = "cItem",
						},
					},
					Notes = "Returns the contents of the specified slot. Note that the returned item is read-only",
				},
				HasItems =
				{
					Params =
					{
						{
							Name = "cItem",
							Type = "cItem",
						},
					},
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns true if there are at least as many items of the specified type as in the parameter",
				},
				HowManyCanFit =
				{
					{
						Params =
						{
							{
								Name = "ItemStack",
								Type = "cItem",
							},
							{
								Name = "AllowNewStacks",
								Type = "boolean",
								IsOptional = true,
							},
						},
						Returns =
						{
							{
								Type = "number",
							},
						},
						Notes = "Returns number of items out of a_ItemStack that can fit in the storage. If AllowNewStacks is false, only considers slots already containing the specified item. AllowNewStacks defaults to true if not given.",
					},
					{
						Params =
						{
							{
								Name = "ItemStack",
								Type = "cItem",
							},
							{
								Name = "BeginSlotNum",
								Type = "number",
							},
							{
								Name = "EndSlotNum",
								Type = "number",
							},
							{
								Name = "AllowNewStacks",
								Type = "boolean",
								IsOptional = true,
							},
						},
						Returns =
						{
							{
								Type = "number",
							},
						},
						Notes = "Returns how many items of the specified type would fit into the slot range specified. If AllowNewStacks is false, only considers slots already containing the specified item. AllowNewStacks defaults to true if not given.",
					},
				},
				HowManyItems =
				{
					Params =
					{
						{
							Name = "cItem",
							Type = "cItem",
						},
					},
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the number of the specified items that are currently stored",
				},
				RemoveItem =
				{
					Params =
					{
						{
							Name = "cItem",
							Type = "cItem",
						},
					},
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Removes the specified item from the inventory, as many as possible, up to the item's m_ItemCount. Returns the number of items that were removed.",
				},
				RemoveOneEquippedItem =
				{
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Removes one item from the hotbar's currently selected slot. Returns true on success.",
				},
				SendEquippedSlot =
				{
					Notes = "Sends the equipped item slot to the client",
				},
				SetArmorSlot =
				{
					Params =
					{
						{
							Name = "ArmorSlotNum",
							Type = "number",
						},
						{
							Name = "cItem",
							Type = "cItem",
						},
					},
					Notes = "Sets the specified armor slot contents",
				},
				SetEquippedSlotNum =
				{
					Params =
					{
						{
							Name = "EquippedSlotNum",
							Type = "number",
						},
					},
					Notes = "Sets the currently selected hotbar slot number",
				},
				SetHotbarSlot =
				{
					Params =
					{
						{
							Name = "HotbarSlotNum",
							Type = "number",
						},
						{
							Name = "cItem",
							Type = "cItem",
						},
					},
					Notes = "Sets the specified hotbar slot contents",
				},
				SetShieldSlot =
				{
					Params =
					{
						{
							Name = "Item",
							Type = "cItem",
						},
					},
					Notes = "Sets the shield slot content",
				},
				SetInventorySlot =
				{
					Params =
					{
						{
							Name = "InventorySlotNum",
							Type = "number",
						},
						{
							Name = "cItem",
							Type = "cItem",
						},
					},
					Notes = "Sets the specified main inventory slot contents",
				},
				SetSlot =
				{
					Params =
					{
						{
							Name = "SlotNum",
							Type = "number",
						},
						{
							Name = "cItem",
							Type = "cItem",
						},
					},
					Notes = "Sets the specified slot contents",
				},
			},
			Constants =
			{
				invArmorCount =
				{
					Notes = "Number of slots in the Armor part",
				},
				invArmorOffset =
				{
					Notes = "Starting slot number of the Armor part",
				},
				invHotbarCount =
				{
					Notes = "Number of slots in the Hotbar part",
				},
				invHotbarOffset =
				{
					Notes = "Starting slot number of the Hotbar part",
				},
				invInventoryCount =
				{
					Notes = "Number of slots in the main inventory part",
				},
				invInventoryOffset =
				{
					Notes = "Starting slot number of the main inventory part",
				},
				invShieldCount =
				{
					Notes = "Number of slots in the Shield part",
				},
				invShieldOffset =
				{
					Notes = "Starting slot number of the Shield part",
				},
				invNumSlots =
				{
					Notes = "Total number of slots in a cInventory",
				},
			},
			ConstantGroups =
			{
				SlotIndices =
				{
					Include = "inv.*",
					TextBefore = [[
						Rather than hardcoding numbers, use the following constants for slot indices and counts:
					]],
				},
			},
		},
		cItem =
		{
			Desc = [[
				cItem is what defines an item or stack of items in the game, it contains the item ID, damage,
				quantity and enchantments. Each slot in a {{cInventory}} class or a {{cItemGrid}} class is a cItem
				and each {{cPickup}} contains a cItem. The enchantments are contained in a separate
				{{cEnchantments}} class and are accessible through the m_Enchantments variable.</p>
				<p>
				To test if a cItem object represents an empty item, do not compare the item type nor the item count,
				but rather use the IsEmpty() function.</p>
				<p>
				To translate from a cItem to its string representation, use the {{Globals#functions|global function}}
				ItemToString(), ItemTypeToString() or ItemToFullString(). To translate from a string to a cItem,
				use the StringToItem() global function.
			]],
			Functions =
			{
				AddCount =
				{
					Params =
					{
						{
							Name = "AmountToAdd",
							Type = "number",
						},
					},
					Returns =
					{
						{
							Type = "cItem",
						},
					},
					Notes = "Adds the specified amount to the item count. Returns self (useful for chaining).",
				},
				AddEnchantment =
				{
					Params =
					{
						{
							Name = "Enchantment ID",
							Type = "number",
						},
						{
							Name = "Level",
							Type = "number",
						},
						{
							Name = "FromBook",
							Type = "boolean",
						},
					},
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Adds the given enchantment at the given level to this item, following anvil enchantment combining rules. Returns the XP level cost of the addition. FromBook specifies whether to use the XP multiplier for books or the multiplier used for other items, if true it uses the multiplier for books.",
				},
				AddEnchantmentsFromItem =
				{
					Params =
					{
						{
							Name = "Additive",
							Type = "cItem",
						},
					},
					Returns =
					{
						{
							Name = "LevelCost",
							Type = "number",
						},
					},
					Notes = "Adds the enchantments from the specified item to this item, returning the cost as if this were an anvil.",
				},
				Clear =
				{
					Notes = "Resets the instance to an empty item",
				},
				constructor =
				{
					{
						Returns =
						{
							{
								Type = "cItem",
							},
						},
						Notes = "Creates a new empty cItem object",
					},
					{
						Params =
						{
							{
								Name = "ItemType",
								Type = "number",
							},
							{
								Name = "Count",
								Type = "number",
								IsOptional = true,
							},
							{
								Name = "Damage",
								Type = "number",
								IsOptional = true,
							},
							{
								Name = "EnchantmentString",
								Type = "string",
								IsOptional = true,
							},
							{
								Name = "CustomName",
								Type = "string",
								IsOptional = true,
							},
							{
								Name = "Lore",
								Type = "table",
								IsOptional = true,
							},
						},
						Returns =
						{
							{
								Type = "cItem",
							},
						},
						Notes = "Creates a new cItem object of the specified type, count (1 by default), damage (0 by default), enchantments (non-enchanted by default), CustomName (empty by default) and Lore (string, empty by default)",
					},
					{
						Params =
						{
							{
								Name = "cItem",
								Type = "cItem",
							},
						},
						Returns =
						{
							{
								Type = "cItem",
							},
						},
						Notes = "Creates an exact copy of the cItem object in the parameter",
					},
				},
				CopyOne =
				{
					Returns =
					{
						{
							Type = "cItem",
						},
					},
					Notes = "Creates a copy of this object, with its count set to 1",
				},
				DamageItem =
				{
					Params =
					{
						{
							Name = "Amount",
							Type = "number",
							IsOptional = true,
						},
					},
					Returns =
					{
						{
							Name = "HasReachedMaxDamage",
							Type = "boolean",
						},
					},
					Notes = "Adds the specified damage. Returns true when damage reaches max value and the item should be destroyed (but doesn't destroy the item)",
				},
				Empty =
				{
					Notes = "Resets the instance to an empty item",
				},
				EnchantByXPLevels =
				{
					Params =
					{
						{
							Name = "NumXPLevels",
							Type = "number",
						},
					},
					Returns =
					{
						{
							Name = "HasEnchanted",
							Type = "boolean",
						},
					},
					Notes = "Randomly enchants the item using the specified number of XP levels. Returns true if the item was enchanted, false if not (not enchantable / too many enchantments already).",
				},
				GetEnchantability =
				{
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the enchantability of the item. Returns zero if the item doesn't have enchantability.",
				},
				GetMaxDamage =
				{
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the maximum value for damage that this item can get before breaking; zero if damage is not accounted for for this item type",
				},
				GetMaxStackSize =
				{
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the maximum stack size for this item.",
				},
				IsBothNameAndLoreEmpty =
				{
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns if both the custom name and lore are not set.",
				},
				IsCustomNameEmpty =
				{
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns if the custom name is empty.",
				},
				IsDamageable =
				{
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns true if this item does account for its damage",
				},
				IsEmpty =
				{
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns true if this object represents an empty item (zero count or invalid ItemType)",
				},
				IsEnchantable =
				{
					IsStatic = true,
					Params =
					{
						{
							Name = "ItemType",
							Type = "number",
						},
						{
							Name = "FromBook",
							Type = "boolean",
						},
					},
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns true if the specified item type is enchantable. If FromBook is true, the function is used in the anvil inventory with book enchantments. So it checks the \"only book enchantments\" too. Example: You can only enchant a hoe with a book.",
				},
				IsEqual =
				{
					Params =
					{
						{
							Name = "OtherItem",
							Type = "cItem",
						},
					},
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns true if the item in the parameter is the same as the one stored in the object (type, damage, lore, name and enchantments)",
				},
				IsFullStack =
				{
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns true if the item is stacked up to its maximum stacking",
				},
				IsLoreEmpty =
				{
					Notes = "Returns if the lore of the cItem is empty.",
					Returns =
					{
						{
							Type = "boolean",
						},
					},
				},
				IsSameType =
				{
					Params =
					{
						{
							Name = "OtherItem",
							Type = "cItem",
						},
					},
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns true if the item in the parameter is of the same ItemType as the one stored in the object. This is true even if the two items have different enchantments",
				},
			},
			Variables =
			{
				m_CustomName =
				{
					Type = "string",
					Notes = "The custom name for an item.",
				},
				m_Enchantments =
				{
					Type = "{{cEnchantments|cEnchantments}}}",
					Notes = "The enchantments of the item.",
				},
				m_ItemCount =
				{
					Type = "number",
					Notes = "Number of items in this stack",
				},
				m_ItemDamage =
				{
					Type = "number",
					Notes = "The damage of the item. Zero means no damage. Maximum damage can be queried with GetMaxDamage()",
				},
				m_ItemType =
				{
					Type = "number",
					Notes = "The item type. One of E_ITEM_ or E_BLOCK_ constants",
				},
				m_LoreTable =
				{
					Type = "table",
					Notes = "The lore for an item. Represented as an array table of lines.",
				},
				m_RepairCost =
				{
					Type = "number",
					Notes = "The repair cost of the item. The anvil need this value",
				},
			},
			AdditionalInfo =
			{
				{
					Header = "Usage notes",
					Contents = [[
						Note that the object contained in a cItem class is quite complex and quite often new Minecraft
						versions add more stuff. Therefore it is recommended to copy cItem objects using the
						copy-constructor ("local copy = cItem(original);"), this is the only way that guarantees that
						the object will be copied at full, even with future versions of Cuberite.
					]],
				},
				{
					Header = "Example code",
					Contents = [[
						The following code shows how to create items in several different ways (adapted from the Debuggers plugin):
<pre class="prettyprint lang-lua">
-- empty item:
local Item1 = cItem();

-- enchanted sword, enchantment given as numeric string (bad style; see Item5):
local Item2 = cItem(E_ITEM_DIAMOND_SWORD, 1, 0, "1=1");

-- 1 undamaged shovel, no enchantment:
local Item3 = cItem(E_ITEM_DIAMOND_SHOVEL);

-- Add the Unbreaking enchantment. Note that Vanilla's levelcap isn't enforced:
Item3.m_Enchantments:SetLevel(cEnchantments.enchUnbreaking, 4);

-- 1 undamaged pickaxe, no enchantment:
local Item4 = cItem(E_ITEM_DIAMOND_PICKAXE);

-- Add multiple enchantments:
Item4.m_Enchantments:SetLevel(cEnchantments.enchUnbreaking, 5);
Item4.m_Enchantments:SetLevel(cEnchantments.enchEfficiency, 3);

-- enchanted chestplate, enchantment given as textual stringdesc (good style)
local Item5 = cItem(E_ITEM_DIAMOND_CHESTPLATE, 1, 0, "thorns=1;unbreaking=3");
</pre>
]],
				},
			},
		},
		cItemFrame =
		{
			Functions =
			{
				GetItem =
				{
					Returns =
					{
						{
							Type = "cItem",
							IsConst = true,
						},
					},
					Notes = "Returns the item in the frame (readonly object, do not modify)",
				},
				GetItemRotation =
				{
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the rotation from the item in the frame",
				},
				SetItem =
				{
					Params =
					{
						{
							Name = "Item",
							Type = "cItem",
						},
					},
					Notes = "Set the item in the frame",
				},
				SetItemRotation =
				{
					Params =
					{
						{
							Name = "ItemRotation",
							Type = "number",
						},
					},
					Notes = "Set the rotation from the item in the frame",
				},
			},
		},
		cItemGrid =
		{
			Desc = [[
This class represents a 2D array of items. It is used as the underlying storage and API for all cases that use a grid of items:
<li>{{cChestEntity|Chest}} contents</li>
<li>(TODO) Chest minecart contents</li>
<li>{{cDispenserEntity|Dispenser}} contents</li>
<li>{{cDropperEntity|Dropper}} contents</li>
<li>{{cFurnaceEntity|Furnace}} contents (?)</li>
<li>{{cHopperEntity|Hopper}} contents</li>
<li>(TODO) Hopper minecart contents</li>
<li>{{cPlayer|Player}} Inventory areas</li>
<li>(TODO) Trapped chest contents</li>
</p>
		<p>The items contained in this object are accessed either by a pair of XY coords, or a slot number (x + Width * y). There are functions available for converting between the two formats.
]],
			Functions =
			{
				AddItem =
				{
					Params =
					{
						{
							Name = "ItemStack",
							Type = "cItem",
						},
						{
							Name = "AllowNewStacks",
							Type = "boolean",
							IsOptional = true,
						},
						{
							Name = "PrioritySlot",
							Type = "number",
							IsOptional = true,
						},
					},
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Adds as many items out of ItemStack as can fit. If AllowNewStacks is set to false, only existing stacks can be topped up. If AllowNewStacks is set to true (default), empty slots can be used for the rest. If PrioritySlot is set to a non-negative value, then the corresponding slot will be used first (if empty or compatible with added items). If PrioritySlot is set to -1 (default), regular order applies. Returns the number of items that fit.",
				},
				AddItems =
				{
					Params =
					{
						{
							Name = "ItemStackList",
							Type = "cItems",
						},
						{
							Name = "AllowNewStacks",
							Type = "boolean",
							IsOptional = true,
						},
						{
							Name = "PrioritySlot",
							Type = "number",
							IsOptional = true,
						},
					},
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Same as AddItem, but works on an entire list of item stacks. The a_ItemStackList is modified to reflect the leftover items. If a_AllowNewStacks is set to false, only existing stacks can be topped up. If AllowNewStacks is set to true, empty slots can be used for the rest. If PrioritySlot is set to a non-negative value, then the corresponding slot will be used first (if empty or compatible with added items). If PrioritySlot is set to -1 (default), regular order applies. Returns the total number of items that fit.",
				},
				ChangeSlotCount =
				{
					{
						Params =
						{
							{
								Name = "SlotNum",
								Type = "number",
							},
							{
								Name = "AddToCount",
								Type = "number",
							},
						},
						Returns =
						{
							{
								Type = "number",
							},
						},
						Notes = "Adds AddToCount to the count of items in the specified slot. If the slot was empty, ignores the call. Returns the new count in the slot, or -1 if invalid SlotNum",
					},
					{
						Params =
						{
							{
								Name = "X",
								Type = "number",
							},
							{
								Name = "Y",
								Type = "number",
							},
							{
								Name = "AddToCount",
								Type = "number",
							},
						},
						Returns =
						{
							{
								Type = "number",
							},
						},
						Notes = "Adds AddToCount to the count of items in the specified slot. If the slot was empty, ignores the call. Returns the new count in the slot, or -1 if invalid slot coords",
					},
				},
				Clear =
				{
					Notes = "Empties all slots",
				},
				CopyToItems =
				{
					Params =
					{
						{
							Name = "cItems",
							Type = "cItems",
						},
					},
					Notes = "Copies all non-empty slots into the {{cItems}} object provided; original cItems contents are preserved as well.",
				},
				DamageItem =
				{
					{
						Params =
						{
							{
								Name = "SlotNum",
								Type = "number",
							},
							{
								Name = "DamageAmount",
								Type = "number",
								IsOptional = true,
							},
						},
						Returns =
						{
							{
								Name = "HasReachedMaxDamage",
								Type = "boolean",
							},
						},
						Notes = "Adds the specified damage (1 by default) to the specified item, returns true if the item reached its max damage and should be destroyed (but doesn't destroy the item).",
					},
					{
						Params =
						{
							{
								Name = "X",
								Type = "number",
							},
							{
								Name = "Y",
								Type = "number",
							},
							{
								Name = "DamageAmount",
								Type = "number",
								IsOptional = true,
							},
						},
						Returns =
						{
							{
								Name = "HasReachedMaxDamage",
								Type = "boolean",
							},
						},
						Notes = "Adds the specified damage (1 by default) to the specified item, returns true if the item reached its max damage and should be destroyed (but doesn't destroy the item).",
					},
				},
				EmptySlot =
				{
					{
						Params =
						{
							{
								Name = "SlotNum",
								Type = "number",
							},
						},
						Notes = "Destroys the item in the specified slot",
					},
					{
						Params =
						{
							{
								Name = "X",
								Type = "number",
							},
							{
								Name = "Y",
								Type = "number",
							},
						},
						Notes = "Destroys the item in the specified slot",
					},
				},
				GetFirstEmptySlot =
				{
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the SlotNumber of the first empty slot, -1 if all slots are full",
				},
				GetFirstUsedSlot =
				{
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the SlotNumber of the first non-empty slot, -1 if all slots are empty",
				},
				GetHeight =
				{
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the Y dimension of the grid",
				},
				GetLastEmptySlot =
				{
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the SlotNumber of the last empty slot, -1 if all slots are full",
				},
				GetLastUsedSlot =
				{
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the SlotNumber of the last non-empty slot, -1 if all slots are empty",
				},
				GetNextEmptySlot =
				{
					Params =
					{
						{
							Name = "StartFrom",
							Type = "number",
						},
					},
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the SlotNumber of the first empty slot following StartFrom, -1 if all the following slots are full",
				},
				GetNextUsedSlot =
				{
					Params =
					{
						{
							Name = "StartFrom",
							Type = "number",
						},
					},
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the SlotNumber of the first non-empty slot following StartFrom, -1 if all the following slots are full",
				},
				GetNumSlots =
				{
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the total number of slots in the grid (Width * Height)",
				},
				GetSlot =
				{
					{
						Params =
						{
							{
								Name = "SlotNumber",
								Type = "number",
							},
						},
						Returns =
						{
							{
								Type = "cItem",
							},
						},
						Notes = "Returns the item in the specified slot. Note that the item is read-only",
					},
					{
						Params =
						{
							{
								Name = "X",
								Type = "number",
							},
							{
								Name = "Y",
								Type = "number",
							},
						},
						Returns =
						{
							{
								Type = "cItem",
							},
						},
						Notes = "Returns the item in the specified slot. Note that the item is read-only",
					},
				},
				GetSlotCoords =
				{
					Params =
					{
						{
							Name = "SlotNum",
							Type = "number",
						},
					},
					Returns =
					{
						{
							Type = "number",
						},
						{
							Type = "number",
						},
					},
					Notes = "Returns the X and Y coords for the specified SlotNumber. Returns \"-1, -1\" on invalid SlotNumber",
				},
				GetSlotNum =
				{
					Params =
					{
						{
							Name = "X",
							Type = "number",
						},
						{
							Name = "Y",
							Type = "number",
						},
					},
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the SlotNumber for the specified slot coords. Returns -1 on invalid coords",
				},
				GetWidth =
				{
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the X dimension of the grid",
				},
				HasItems =
				{
					Params =
					{
						{
							Name = "ItemStack",
							Type = "cItem",
						},
					},
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns true if there are at least as many items of the specified type as in the parameter",
				},
				HowManyCanFit =
				{
					Params =
					{
						{
							Name = "ItemStack",
							Type = "cItem",
						},
						{
							Name = "AllowNewStacks",
							Type = "boolean",
							IsOptional = true,
						},
					},
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the number of the specified items that can fit in the storage. If AllowNewStacks is true (default), includes empty slots in the returned count.",
				},
				HowManyItems =
				{
					Params =
					{
						{
							Name = "Item",
							Type = "cItem",
						},
					},
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the number of the specified item that are currently stored",
				},
				IsSlotEmpty =
				{
					{
						Params =
						{
							{
								Name = "SlotNum",
								Type = "number",
							},
						},
						Returns =
						{
							{
								Type = "boolean",
							},
						},
						Notes = "Returns true if the specified slot is empty, or an invalid slot is specified",
					},
					{
						Params =
						{
							{
								Name = "X",
								Type = "number",
							},
							{
								Name = "Y",
								Type = "number",
							},
						},
						Returns =
						{
							{
								Type = "boolean",
							},
						},
						Notes = "Returns true if the specified slot is empty, or an invalid slot is specified",
					},
				},
				RemoveItem =
				{
					Params =
					{
						{
							Name = "ItemStack",
							Type = "cItem",
						},
					},
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Removes the specified item from the grid, as many as possible, up to ItemStack's m_ItemCount. Returns the number of items that were removed.",
				},
				RemoveOneItem =
				{
					{
						Params =
						{
							{
								Name = "SlotNum",
								Type = "number",
							},
						},
						Returns =
						{
							{
								Type = "cItem",
							},
						},
						Notes = "Removes one item from the stack in the specified slot and returns it as a single cItem. Empty slots are skipped and an empty item is returned",
					},
					{
						Params =
						{
							{
								Name = "X",
								Type = "number",
							},
							{
								Name = "Y",
								Type = "number",
							},
						},
						Returns =
						{
							{
								Type = "cItem",
							},
						},
						Notes = "Removes one item from the stack in the specified slot and returns it as a single cItem. Empty slots are skipped and an empty item is returned",
					},
				},
				SetSlot =
				{
					{
						Params =
						{
							{
								Name = "SlotNum",
								Type = "number",
							},
							{
								Name = "cItem",
								Type = "cItem",
							},
						},
						Notes = "Sets the specified slot to the specified item",
					},
					{
						Params =
						{
							{
								Name = "SlotNum",
								Type = "number",
							},
							{
								Name = "ItemType",
								Type = "number",
							},
							{
								Name = "ItemCount",
								Type = "number",
							},
							{
								Name = "ItemDamage",
								Type = "number",
							},
						},
						Notes = "Sets the specified slot to the specified item",
					},
					{
						Params =
						{
							{
								Name = "X",
								Type = "number",
							},
							{
								Name = "Y",
								Type = "number",
							},
							{
								Name = "cItem",
								Type = "cItem",
							},
						},
						Notes = "Sets the specified slot to the specified item",
					},
					{
						Params =
						{
							{
								Name = "X",
								Type = "number",
							},
							{
								Name = "Y",
								Type = "number",
							},
							{
								Name = "ItemType",
								Type = "number",
							},
							{
								Name = "ItemCount",
								Type = "number",
							},
							{
								Name = "ItemDamage",
								Type = "number",
							},
						},
						Notes = "Sets the specified slot to the specified item",
					},
				},
			},
			AdditionalInfo =
			{
				{
					Header = "Code example: Add items to player inventory",
					Contents = [[
						The following code tries to add 32 sticks to a player's main inventory:
<pre class="prettyprint lang-lua">
local Items = cItem(E_ITEM_STICK, 32);
local PlayerInventory = Player:GetInventory();
local PlayerMainInventory = PlayerInventory:GetInventoryGrid();  -- PlayerMainInventory is of type cItemGrid
local NumAdded = PlayerMainInventory:AddItem(Items);
if (NumAdded == Items.m_ItemCount) then
  -- All the sticks did fit
  LOG("Added 32 sticks");
else
  -- Some (or all) of the sticks didn't fit
  LOG("Tried to add 32 sticks, but only " .. NumAdded .. " could fit");
end
</pre>
					]],
				},
				{
					Header = "Code example: Damage an item",
					Contents = [[
						The following code damages the helmet in the player's armor and destroys it if it reaches max damage:
<pre class="prettyprint lang-lua">
local PlayerInventory = Player:GetInventory();
local PlayerArmor = PlayerInventory:GetArmorGrid();  -- PlayerArmor is of type cItemGrid
if (PlayerArmor:DamageItem(0)) then  -- Helmet is at SlotNum 0
  -- The helmet has reached max damage, destroy it:
  PlayerArmor:EmptySlot(0);
end
</pre>
					]],
				},
			},
		},
		cItems =
		{
			Desc = [[
				This class represents a numbered collection (array) of {{cItem}} objects. The array indices start at
				zero, each consecutive item gets a consecutive index. This class is used for spawning multiple
				pickups or for mass manipulating an inventory.
				]],
			Functions =
			{
				Add =
				{
					{
						Params =
						{
							{
								Name = "cItem",
								Type = "cItem",
							},
						},
						Notes = "Adds a new item to the end of the collection",
					},
					{
						Params =
						{
							{
								Name = "ItemType",
								Type = "number",
							},
							{
								Name = "ItemCount",
								Type = "number",
							},
							{
								Name = "ItemDamage",
								Type = "number",
							},
						},
						Notes = "Adds a new item to the end of the collection",
					},
				},
				AddItemGrid =
				{
					Params =
					{
						{
							Name = "ItemGrid",
							Type = "cItemGrid",
						},
					},
					Notes = "Adds a copy of each item in the specified {{cItemGrid|ItemGrid}}.",
				},
				Clear =
				{
					Notes = "Removes all items from the collection",
				},
				constructor =
				{
					Returns =
					{
						{
							Type = "cItems",
						},
					},
					Notes = "Creates a new empty cItems object",
				},
				Contains =
				{
					Params =
					{
						{
							Name = "Item",
							Type = "cItem",
						},
					},
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns true if the collection contains an item that is fully equivalent to the parameter",
				},
				ContainsType =
				{
					Params =
					{
						{
							Name = "Item",
							Type = "cItem",
						},
					},
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns true if the collection contains an item that is the same type as the parameter",
				},
				Delete =
				{
					Params =
					{
						{
							Name = "Index",
							Type = "number",
						},
					},
					Notes = "Deletes item at the specified index",
				},
				Get =
				{
					Params =
					{
						{
							Name = "Index",
							Type = "number",
						},
					},
					Returns =
					{
						{
							Type = "cItem",
						},
					},
					Notes = "Returns the item at the specified index",
				},
				Set =
				{
					{
						Params =
						{
							{
								Name = "Index",
								Type = "number",
							},
							{
								Name = "cItem",
								Type = "cItem",
							},
						},
						Notes = "Sets the item at the specified index to the specified item",
					},
					{
						Params =
						{
							{
								Name = "Index",
								Type = "number",
							},
							{
								Name = "ItemType",
								Type = "number",
							},
							{
								Name = "ItemCount",
								Type = "number",
							},
							{
								Name = "ItemDamage",
								Type = "number",
							},
						},
						Notes = "Sets the item at the specified index to the specified item",
					},
				},
				Size =
				{
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the number of items in the collection",
				},
			},
		},
		cJson =
		{
			Desc = [[
				Exposes the Json parser and serializer available in the server. Plugins can parse Json strings into
				Lua tables, and serialize Lua tables into Json strings easily.
			]],
			Functions =
			{
				Parse =
				{
					IsStatic = true,
					Params =
					{
						{
							Name = "InputString",
							Type = "string",
						},
					},
					Returns =
					{
						{
							Type = "table",
						},
					},
					Notes = "Parses the Json in the input string into a Lua table. Returns nil and detailed error message if parsing fails.",
				},
				Serialize =
				{
					IsStatic = true,
					Params =
					{
						{
							Name = "table",
							Type = "table",
						},
						{
							Name = "options",
							Type = "table",
							IsOptional = true,
						},
					},
					Returns =
					{
						{
							Type = "string",
						},
					},
					Notes = "Serializes the input table into a Json string. The options table, if present, is used to adjust the formatting of the serialized string, see below for details. <br/>Returns nil and error message if the table cannot be serialized (eg. contains both an array part and a dictionary part).",
				},
			},
			AdditionalInfo =
			{
				{
					Header = "Serializer options",
					Contents = [[
						The "options" parameter given to the cJson:Serialize() function is a dictionary-table of "option
						name" -> "option value". The serializer warns if any unknown options are used; the following
						options are recognized:</p>
						<ul>
						<li><b>commentStyle</b> - either "All" or "None", specifies whether comments are written to the
						output. Currently unused since comments cannot be represented in a Lua table</li>
						<li><b>indentation</b> - the string that is repeated for each level of indentation of the output.
						If empty, the Json is compressed (without linebreaks).</li>
						<li><b>enableYAMLCompatibility</b> - bool manipulating the whitespace around the colons.</li>
						<li><b>dropNullPlaceholders</b> - bool specifying whether null placeholders should be dropped
						from the output</li>
						</ul>
					]],
				},
				{
					Header = "Code example: Parsing a Json string",
					Contents = [==[
						The following code, adapted from the Debuggers plugin, parses a simple Json string and verifies
						the results:
<pre class="prettyprint lang-lua">
local t1 = cJson:Parse([[{"a": 1, "b": "2", "c": [3, "4", 5]}]])
assert(t1.a == 1)
assert(t1.b == "2")
assert(t1.c[1] == 3)
assert(t1.c[2] == "4")
assert(t1.c[3] == 5)
</pre>
					]==],
				},
				{
					Header = "Code example: Serializing into a Json string",
					Contents = [[
						The following code, adapted from the Debuggers plugin, serializes a simple Lua table into a
						string, using custom indentation:
<pre class="prettyprint lang-lua">
local s1 = cJson:Serialize({a = 1, b = "2", c = {3, "4", 5}}, {indentation = "  "})
LOG("Serialization result: " .. (s1 or "<nil>"))
</pre>
					]],
				},
			},
		},
		cLuaWindow =
		{
			Desc = [[
This class is used by plugins wishing to display a custom window to the player, unrelated to block entities or entities near the player. The window can be of any type and have any contents that the plugin defines. Callbacks for when the player modifies the window contents and when the player closes the window can be set.
</p>
		<p>This class inherits from the {{cWindow|cWindow}} class, so all cWindow's functions and constants can be used, in addition to the cLuaWindow-specific functions listed below.
</p>
		<p>The contents of this window are represented by a {{cWindow|cWindow}}:GetSlot() etc. or {{cPlayer|cPlayer}}:GetInventory() to access the player inventory.
</p>
		<p>When creating a new cLuaWindow object, you need to specify both the window type and the contents' width and height. Note that Cuberite accepts any combination of these, but opening a window for a player may crash their client if the contents' dimensions don't match the client's expectations.
</p>
		<p>To open the window for a player, call {{cPlayer|cPlayer}}:OpenWindow(). Multiple players can open window of the same cLuaWindow object. All players see the same items in the window's contents (like chest, unlike crafting table).
]],
			Functions =
			{
				constructor =
				{
					Params =
					{
						{
							Name = "WindowType",
							Type = "cWindow#WindowType",
						},
						{
							Name = "ContentsWidth",
							Type = "number",
						},
						{
							Name = "ContentsHeight",
							Type = "number",
						},
						{
							Name = "Title",
							Type = "string",
						},
					},
					Notes = "Creates a new object of this class. The window is not shown to any player yet.",
				},
				GetContents =
				{
					Returns =
					{
						{
							Type = "cItemGrid",
						},
					},
					Notes = "Returns the cItemGrid object representing the internal storage in this window",
				},
				SetOnClicked =
				{
					Params =
					{
						{
							Name = "OnClickedCallback",
							Type = "function",
						},
					},
					Notes = "Sets the function that the window will call when it is about to process a click from a player. See {{#additionalinfo_1|below}} for the signature of the callback function.",
				},
				SetOnClosing =
				{
					Params =
					{
						{
							Name = "OnClosingCallback",
							Type = "function",
						},
					},
					Notes = "Sets the function that the window will call when it is about to be closed by a player",
				},
				SetOnSlotChanged =
				{
					Params =
					{
						{
							Name = "OnSlotChangedCallback",
							Type = "function",
						},
					},
					Notes = "Sets the function that the window will call when a slot is changed by a player",
				},
			},
			AdditionalInfo =
			{
				{
					Header = "Callbacks",
					Contents = [[
						The object calls the following functions at the appropriate time:
					]],
				},
				{
					Header = "OnClicked Callback",
					Contents = [[
						This callback, settable via the SetOnClicked() function, will be called when the player clicks a slot in the window. The callback can cancel the click.</p>
<pre class="prettyprint lang-lua">
function OnWindowClicked(a_Window, a_Player, a_SlotNum, a_ClickAction, a_ClickedItem)
</pre>
						<p>
						The a_Window parameter is the cLuaWindow object representing the window, a_Player is the player who made the click, a_SlotNum is the slot the player clicked, a_ClickAction is the type of click the player made, and a_ClickedItem is the item the player clicked on, if applicable. If the function returns true, the click is cancelled (internally, the server resends the window slots to the player to keep the player in sync).
					]],
				},
				{
					Header = "OnClosing Callback",
					Contents = [[
						This callback, settable via the SetOnClosing() function, will be called when the player tries to close the window, or the window is closed for any other reason (such as a player disconnecting).</p>
<pre class="prettyprint lang-lua">
function OnWindowClosing(a_Window, a_Player, a_CanRefuse)
</pre>
						<p>
						The a_Window parameter is the cLuaWindow object representing the window, a_Player is the player for whom the window is about to close. a_CanRefuse specifies whether the callback can refuse the closing. If the callback returns true and a_CanRefuse is true, the window is not closed (internally, the server sends a new OpenWindow packet to the client).
					]],
				},
				{
					Header = "OnSlotChanged Callback",
					Contents = [[
						This callback, settable via the SetOnSlotChanged() function, will be called whenever the contents of any slot in the window's contents (i. e. NOT in the player inventory!) changes.</p>
<pre class="prettyprint lang-lua">
function OnWindowSlotChanged(a_Window, a_SlotNum)
</pre>
						<p>The a_Window parameter is the cLuaWindow object representing the window, a_SlotNum is the slot number. There is no reference to a {{cPlayer}}, because the slot change needn't originate from the player action. To get or set the slot, you'll need to retrieve a cPlayer object, for example by calling {{cWorld|cWorld}}:DoWithPlayer().
						</p>
						<p>Any returned values are ignored.
					]],
				},
				{
					Header = "Example",
					Contents = [[
						This example is taken from the Debuggers plugin, used to test the API functionality. It opens a window and refuse to close it 3 times. It also logs slot changes to the server console and prevents shift-clicking in the window.
<pre class="prettyprint lang-lua">
-- Callback that refuses to close the window twice, then allows:
local Attempt = 1;
local OnClosing = function(Window, Player, CanRefuse)
	Player:SendMessage("Window closing attempt #" .. Attempt .. "; CanRefuse = " .. tostring(CanRefuse));
	Attempt = Attempt + 1;
	return CanRefuse and (Attempt <= 3);  -- refuse twice, then allow, unless CanRefuse is set to true
end

-- Log the slot changes:
local OnSlotChanged = function(Window, SlotNum)
	LOG("Window \"" .. Window:GetWindowTitle() .. "\" slot " .. SlotNum .. " changed.");
end

-- Prevent shift-clicking:
local OnClicked = function(Window, ClickingPlayer, SlotNum, ClickAction, ClickedItem)
	if ClickAction == caShiftLeftClick then
		return true
	end
end

-- Set window contents:
-- a_Player is a cPlayer object received from the outside of this code fragment
local Window = cLuaWindow(cWindow.wtHopper, 3, 3, "TestWnd");
Window:SetSlot(a_Player, 0, cItem(E_ITEM_DIAMOND, 64));
Window:SetOnClicked(OnClicked);
Window:SetOnClosing(OnClosing);
Window:SetOnSlotChanged(OnSlotChanged);

-- Open the window:
a_Player:OpenWindow(Window);
</pre>
					]],
				},
			},
			Inherits = "cWindow",
		},
		cMap =
		{
			Desc = [[
				This class encapsulates a single in-game colored map.</p>
				<p>
				The contents (i.e. pixel data) of a cMap are dynamically updated by each
				tracked {{cPlayer}} instance. Furthermore, a cMap maintains and periodically
				updates	a list of map decorators, which are objects drawn on the map that
				can freely move (e.g. Player and item frame pointers).
			]],
			Functions =
			{
				EraseData =
				{
					Notes = "Erases all pixel data.",
				},
				GetCenterX =
				{
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the X coord of the map's center.",
				},
				GetCenterZ =
				{
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the Y coord of the map's center.",
				},
				GetDimension =
				{
					Returns =
					{
						{
							Type = "eDimension",
						},
					},
					Notes = "Returns the dimension of the associated world.",
				},
				GetHeight =
				{
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the height of the map.",
				},
				GetID =
				{
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the numerical ID of the map. (The item damage value)",
				},
				GetName =
				{
					Returns =
					{
						{
							Type = "string",
						},
					},
					Notes = "Returns the name of the map.",
				},
				GetNumPixels =
				{
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the number of pixels in this map.",
				},
				GetPixel =
				{
					Params =
					{
						{
							Name = "PixelX",
							Type = "number",
						},
						{
							Name = "PixelZ",
							Type = "number",
						},
					},
					Returns =
					{
						{
							Name = "ColorID",
							Type = "number",
						},
					},
					Notes = "Returns the color of the specified pixel.",
				},
				GetPixelWidth =
				{
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the width of a single pixel in blocks.",
				},
				GetScale =
				{
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the scale of the map. Range: [0,4]",
				},
				GetWidth =
				{
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the width of the map.",
				},
				GetWorld =
				{
					Returns =
					{
						{
							Type = "cWorld",
						},
					},
					Notes = "Returns the associated world.",
				},
				Resize =
				{
					Params =
					{
						{
							Name = "Width",
							Type = "number",
						},
						{
							Name = "Height",
							Type = "number",
						},
					},
					Notes = "Resizes the map. WARNING: This will erase the pixel data.",
				},
				SetPixel =
				{
					Params =
					{
						{
							Name = "PixelX",
							Type = "number",
						},
						{
							Name = "PixelZ",
							Type = "number",
						},
						{
							Name = "ColorID",
							Type = "number",
						},
					},
					Returns =
					{
						{
							Name = "IsSuccess",
							Type = "boolean",
						},
					},
					Notes = "Sets the color of the specified pixel. Returns false on error (Out of range).",
				},
				SetPosition =
				{
					Params =
					{
						{
							Name = "CenterX",
							Type = "number",
						},
						{
							Name = "CenterZ",
							Type = "number",
						},
					},
					Notes = "Relocates the map. The pixel data will not be modified.",
				},
				SetScale =
				{
					Params =
					{
						{
							Name = "Scale",
							Type = "number",
						},
					},
					Notes = "Rescales the map. The pixel data will not be modified.",
				},
			},
			Constants =
			{
				E_BASE_COLOR_BLUE =
				{
					Notes = "",
				},
				E_BASE_COLOR_BROWN =
				{
					Notes = "",
				},
				E_BASE_COLOR_DARK_BROWN =
				{
					Notes = "",
				},
				E_BASE_COLOR_DARK_GRAY =
				{
					Notes = "",
				},
				E_BASE_COLOR_DARK_GREEN =
				{
					Notes = "",
				},
				E_BASE_COLOR_GRAY_1 =
				{
					Notes = "",
				},
				E_BASE_COLOR_GRAY_2 =
				{
					Notes = "",
				},
				E_BASE_COLOR_LIGHT_BROWN =
				{
					Notes = "",
				},
				E_BASE_COLOR_LIGHT_GRAY =
				{
					Notes = "",
				},
				E_BASE_COLOR_LIGHT_GREEN =
				{
					Notes = "",
				},
				E_BASE_COLOR_PALE_BLUE =
				{
					Notes = "",
				},
				E_BASE_COLOR_RED =
				{
					Notes = "",
				},
				E_BASE_COLOR_TRANSPARENT =
				{
					Notes = "",
				},
				E_BASE_COLOR_WHITE =
				{
					Notes = "",
				},
			},
		},
		cMapManager =
		{
			Desc = [[
				This class is associated with a single {{cWorld}} instance and manages a list of maps.
			]],
			Functions =
			{
				DoWithMap =
				{
					Params =
					{
						{
							Name = "MapID",
							Type = "number",
						},
						{
							Name = "CallbackFunction",
							Type = "function",
						},
					},
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "If a map with the specified ID exists, calls the CallbackFunction for that map. The CallbackFunction has the following signature: <pre class=\"prettyprint lang-lua\">function Callback({{cMap|Map}})</pre> Returns true if the map was found and the callback called, false if map not found.",
				},
				GetNumMaps =
				{
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the number of registered maps.",
				},
			},
		},
		cMojangAPI =
		{
			Desc = [[
				Provides interface to various API functions that Mojang provides through their servers. Note that
				some of these calls will wait for a response from the network, and so shouldn't be used while the
				server is fully running (or at least when there are players connected) to avoid percepted lag.</p>
				<p>
				All the functions are static, call them using the <code>cMojangAPI:Function()</code> convention.</p>
				<p>
				Mojang uses two formats for UUIDs, short and dashed. Cuberite will accept either format for any
				functions taking a UUID. The MakeUUIDShort() and MakeUUIDDashed() functions are provided for plugins
				to use for conversion between the two formats.</p>
				<p>
				This class will cache values returned by the API service. The cache will hold the values for 7 days
				by default, after that, they will no longer be available. This is in order to not let the server get
				banned from using the API service, since they are rate-limited to 600 queries per 10 minutes. The
				cache contents also gets updated whenever a player successfully joins, since that makes the server
				contact the API service, too, and retrieve the relevant data.</p>
			]],
			Functions =
			{
				AddPlayerNameToUUIDMapping =
				{
					IsStatic = true,
					Params =
					{
						{
							Name = "PlayerName",
							Type = "string",
						},
						{
							Name = "UUID",
							Type = "cUUID",
						},
					},
					Notes = "Adds the specified PlayerName-to-UUID mapping into the cache, with current timestamp.",
				},
				GetPlayerNameFromUUID =
				{
					IsStatic = true,
					Params =
					{
						{
							Name = "UUID",
							Type = "cUUID",
						},
						{
							Name = "UseOnlyCached",
							Type = "boolean",
							IsOptional = true,
						},
					},
					Returns =
					{
						{
							Name = "PlayerName",
							Type = "string",
						},
					},
					Notes = "Returns the playername that corresponds to the given UUID, or an empty string on error. If UseOnlyCached is false (the default), queries the Mojang servers if the UUID is not in the cache. The UUID can be either short or dashed. <br /><b>WARNING</b>: Do NOT use this function with UseOnlyCached set to false while the server is running. Only use it when the server is starting up (inside the Initialize() method), otherwise you will lag the server severely.",
				},
				GetUUIDFromPlayerName =
				{
					IsStatic = true,
					Params =
					{
						{
							Name = "PlayerName",
							Type = "string",
						},
						{
							Name = "UseOnlyCached",
							Type = "boolean",
							IsOptional = true,
						},
					},
					Returns =
					{
						{
							Name = "UUID",
							Type = "string",
						},
					},
					Notes = "Returns the (short) UUID that corresponds to the given playername, or an empty string on error. If UseOnlyCached is false (the default), queries the Mojang servers if the playername is not in the cache. <br /><b>WARNING</b>: Do NOT use this function with UseOnlyCached set to false while the server is running. Only use it when the server is starting up (inside the Initialize() method), otherwise you will lag the server severely.",
				},
				GetUUIDsFromPlayerNames =
				{
					IsStatic = true,
					Params =
					{
						{
							Name = "PlayerNames",
							Type = "string",
						},
						{
							Name = "UseOnlyCached",
							Type = "boolean",
							IsOptional = true,
						},
					},
					Returns =
					{
						{
							Type = "table",
						},
					},
					Notes = "Returns a table that contains the map, 'PlayerName' -> '(short) UUID', for all valid playernames in the input array-table. PlayerNames not recognized will not be set in the returned map. If UseOnlyCached is false (the default), queries the Mojang servers for the results that are not in the cache. <br /><b>WARNING</b>: Do NOT use this function with UseOnlyCached set to false while the server is running. Only use it when the server is starting up (inside the Initialize() method), otherwise you will lag the server severely.",
				},
				MakeUUIDDashed =
				{
					IsStatic = true,
					Params =
					{
						{
							Name = "UUID",
							Type = "cUUID",
						},
					},
					Returns =
					{
						{
							Name = "DashedUUID",
							Type = "string",
						},
					},
					Notes = "Converts the UUID to a dashed format (\"01234567-8901-2345-6789-012345678901\"). An alias for cUUID:ToLongString()",
				},
				MakeUUIDShort =
				{
					IsStatic = true,
					Params =
					{
						{
							Name = "UUID",
							Type = "cUUID",
						},
					},
					Returns =
					{
						{
							Name = "ShortUUID",
							Type = "string",
						},
					},
					Notes = "Converts the UUID to a short format (without dashes, \"01234567890123456789012345678901\"). An alias for cUUID:ToShortString()",
				},
			},
		},
		cMonster =
		{
			Desc = [[
				This class is the base class for all computer-controlled mobs in the game.</p>
				<p>
				To spawn a mob in a world, use the {{cWorld}}:SpawnMob() function.
			]],
			Functions =
			{
                                BurnsInDaylight =
                                {
                                        Returns =
                                        {
                                                {
                                                        Type = "boolean",
                                                },
                                        },
                                        Notes = "Returns whether the mob burns in daylight.",
                                },
				CanBeLeashed =
				{
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns whether the mob can be leashed.",
				},
				FamilyFromType =
				{
					IsStatic = true,
					Params =
					{
						{
							Name = "MobType",
							Type = "eMonsterType",
						},
					},
					Returns =
					{
						{
							Name = "MobFamily",
							Type = "cMonster#eFamily",
						},
					},
					Notes = "Returns the mob family ({{cMonster#eFamily|mfXXX}} constants) based on the mob type ({{Globals#eMonsterType|mtXXX}} constants)",
				},
				GetAge =
				{
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the age of the monster",
				},
				GetCustomName =
				{
					Returns =
					{
						{
							Type = "string",
						},
					},
					Notes = "Gets the custom name of the monster. If no custom name is set, the function returns an empty string.",
				},
				GetLeashedTo =
				{
					Returns =
					{
						{
							Name = "LeashedTo",
							Type = "cEntity",
						},
					},
					Notes = "Returns the entity to where this mob is leashed, returns nil if it's not leashed",
				},
				GetMobFamily =
				{
					Returns =
					{
						{
							Name = "MobFamily",
							Type = "cMonster#eFamily",
						},
					},
					Notes = "Returns this mob's family ({{cMonster#eFamily|mfXXX}} constant)",
				},
				GetMobType =
				{
					Returns =
					{
						{
							Name = "MobType",
							Type = "eMonsterType",
						},
					},
					Notes = "Returns the type of this mob ({{Globals#eMonsterType|mtXXX}} constant)",
				},
				GetRelativeWalkSpeed =
				{
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the relative walk speed of this mob. Standard is 1.0",
				},
				GetSpawnDelay =
				{
					IsStatic = true,
					Params =
					{
						{
							Name = "MobFamily",
							Type = "cMonster#eFamily",
						},
					},
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the spawn delay  - the number of game ticks between spawn attempts - for the specified mob family.",
				},
				HasCustomName =
				{
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns true if the monster has a custom name.",
				},
				IsBaby =
				{
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns true if the monster is a baby",
				},
				IsCustomNameAlwaysVisible =
				{
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Is the custom name of this monster always visible? If not, you only see the name when you sight the mob.",
				},
				IsLeashed =
				{
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns whether the monster is leashed to an entity.",
				},
				LeashTo =
				{
					Params =
					{
						{
							Name = "Entity",
							Type = "cEntity",
						}
					},
					Notes = "Leash the monster to an entity.",
				},
				MobTypeToString =
				{
					IsStatic = true,
					Params =
					{
						{
							Name = "MobType",
							Type = "eMonsterType",
						},
					},
					Returns =
					{
						{
							Type = "string",
						},
					},
					Notes = "Returns the string representing the given mob type ({{Globals#eMonsterType|mtXXX}} constant), or empty string if unknown type.",
				},
				MobTypeToVanillaName =
				{
					IsStatic = true,
					Params =
					{
						{
							Name = "MobType",
							Type = "eMonsterType",
						},
					},
					Returns =
					{
						{
							Type = "string",
						},
					},
					Notes = "Returns the vanilla name of the given mob type, or empty string if unknown type.",
				},
				MoveToPosition =
				{
					Params =
					{
						{
							Name = "Position",
							Type = "Vector3d",
						},
					},
					Notes = "Start moving (using a pathfinder) towards the specified position",
				},
				SetAge =
				{
					Params =
					{
						{
							Name = "Age",
							Type = "number",
						},
					},
					Notes = "Sets the age of the monster",
				},
				SetBurnsInDaylight =
				{
					Params =
					{
						{
							Name = "BurnsInDaylight",
							Type = "boolean",
						},
					},
					Notes = "Sets whether the mob burns in daylight. Only evaluated at next burn-decision tick",
				},
				SetCanBeLeashed =
				{
					Params =
					{
						{
							Name = "CanBeLeashed",
							Type = "boolean",
						}
					},
					Notes = "Sets whether the mob can be leashed, for extensibility in plugins"
				},
				SetCustomName =
				{
					Params =
					{
						{
							Name = "CustomName",
							Type = "string",
						},
					},
					Notes = "Sets the custom name of the monster. You see the name over the monster. If you want to disable the custom name, simply set an empty string.",
				},
				SetCustomNameAlwaysVisible =
				{
					Params =
					{
						{
							Name = "IsCustomNameAlwaysVisible",
							Type = "boolean",
						},
					},
					Notes = "Sets the custom name visiblity of this monster. If it's false, you only see the name when you sight the mob. If it's true, you always see the custom name.",
				},
				SetRelativeWalkSpeed =
				{
					Params =
					{
						{
							Name = "RelativeWalkSpeed",
							Type = "number",
						},
					},
					Notes = "Sets the relative walk speed of this mob. The default relative speed is 1.0.",
				},
				StringToMobType =
				{
					IsStatic = true,
					Params =
					{
						{
							Name = "MobTypeString",
							Type = "string",
						},
					},
					Returns =
					{
						{
							Name = "MobType",
							Type = "eMonsterType",
						},
					},
					Notes = "Returns the mob type ({{Globals#eMonsterType|mtXXX}} constant) parsed from the string type (\"creeper\"), or mtInvalidType if unrecognized.",
				},
				Unleash =
				{
					Params =
					{
						{
							Name = "ShouldDropLeashPickup",
							Type = "boolean",
						},
					},
					Notes = "Unleash the monster.",
				},
			},
			Constants =
			{
				mfAmbient =
				{
					Notes = "Family: ambient (bat)",
				},
				mfHostile =
				{
					Notes = "Family: hostile (blaze, cavespider, creeper, enderdragon, enderman, ghast, giant, magmacube, silverfish, skeleton, slime, spider, witch, wither, zombie, zombiepigman)",
				},
				mfMaxplusone =
				{
					Notes = "The maximum family value, plus one. Returned when monster family not recognized.",
				},
				mfPassive =
				{
					Notes = "Family: passive (chicken, cow, horse, irongolem, mooshroom, ocelot, pig, sheep, snowgolem, villager, wolf)",
				},
				mfWater =
				{
					Notes = "Family: water (squid)",
				},
				mtBat =
				{
					Notes = "",
				},
				mtBlaze =
				{
					Notes = "",
				},
				mtCaveSpider =
				{
					Notes = "",
				},
				mtChicken =
				{
					Notes = "",
				},
				mtCow =
				{
					Notes = "",
				},
				mtCreeper =
				{
					Notes = "",
				},
				mtEnderDragon =
				{
					Notes = "",
				},
				mtEnderman =
				{
					Notes = "",
				},
				mtGhast =
				{
					Notes = "",
				},
				mtGiant =
				{
					Notes = "",
				},
				mtHorse =
				{
					Notes = "",
				},
				mtInvalidType =
				{
					Notes = "Invalid monster type. Returned when monster type not recognized",
				},
				mtIronGolem =
				{
					Notes = "",
				},
				mtMagmaCube =
				{
					Notes = "",
				},
				mtMooshroom =
				{
					Notes = "",
				},
				mtOcelot =
				{
					Notes = "",
				},
				mtPig =
				{
					Notes = "",
				},
				mtSheep =
				{
					Notes = "",
				},
				mtSilverfish =
				{
					Notes = "",
				},
				mtSkeleton =
				{
					Notes = "",
				},
				mtSlime =
				{
					Notes = "",
				},
				mtSnowGolem =
				{
					Notes = "",
				},
				mtSpider =
				{
					Notes = "",
				},
				mtSquid =
				{
					Notes = "",
				},
				mtVillager =
				{
					Notes = "",
				},
				mtWitch =
				{
					Notes = "",
				},
				mtWither =
				{
					Notes = "",
				},
				mtWolf =
				{
					Notes = "",
				},
				mtZombie =
				{
					Notes = "",
				},
				mtZombiePigman =
				{
					Notes = "",
				},
			},
			ConstantGroups =
			{
				eFamily =
				{
					Include = "mf.*",
					TextBefore = [[
						Mobs are divided into families. The following constants are used for individual family types:
					]],
				},
			},
			Inherits = "cPawn",
		},
		cObjective =
		{
			Desc = [[
				This class represents a single scoreboard objective.
			]],
			Functions =
			{
				AddScore =
				{
					Params =
					{
						{
							Name = "string",
							Type = "string",
						},
						{
							Name = "number",
							Type = "number",
						},
					},
					Returns =
					{
						{
							Name = "Score",
							Type = "<unknown>",
						},
					},
					Notes = "Adds a value to the score of the specified player and returns the new value.",
				},
				GetDisplayName =
				{
					Returns =
					{
						{
							Type = "string",
						},
					},
					Notes = "Returns the display name of the objective. This name will be shown to the connected players.",
				},
				GetName =
				{
					Returns =
					{
						{
							Type = "string",
						},
					},
					Notes = "Returns the internal name of the objective.",
				},
				GetScore =
				{
					Params =
					{
						{
							Name = "string",
							Type = "string",
						},
					},
					Returns =
					{
						{
							Name = "Score",
							Type = "<unknown>",
						},
					},
					Notes = "Returns the score of the specified player.",
				},
				GetType =
				{
					Returns =
					{
						{
							Name = "eType",
							Type = "<unknown>",
						},
					},
					Notes = "Returns the type of the objective. (i.e what is being tracked)",
				},
				Reset =
				{
					Notes = "Resets the scores of the tracked players.",
				},
				ResetScore =
				{
					Params =
					{
						{
							Name = "string",
							Type = "string",
						},
					},
					Notes = "Reset the score of the specified player.",
				},
				SetDisplayName =
				{
					Params =
					{
						{
							Name = "string",
							Type = "string",
						},
					},
					Notes = "Sets the display name of the objective.",
				},
				SetScore =
				{
					Params =
					{
						{
							Name = "string",
							Type = "string",
						},
						{
							Name = "Score",
							Type = "<unknown>",
						},
					},
					Notes = "Sets the score of the specified player.",
				},
				SubScore =
				{
					Params =
					{
						{
							Name = "string",
							Type = "string",
						},
						{
							Name = "number",
							Type = "number",
						},
					},
					Returns =
					{
						{
							Name = "Score",
							Type = "<unknown>",
						},
					},
					Notes = "Subtracts a value from the score of the specified player and returns the new value.",
				},
			},
			Constants =
			{
				otAchievement =
				{
					Notes = "",
				},
				otDeathCount =
				{
					Notes = "",
				},
				otDummy =
				{
					Notes = "",
				},
				otHealth =
				{
					Notes = "",
				},
				otPlayerKillCount =
				{
					Notes = "",
				},
				otStat =
				{
					Notes = "",
				},
				otStatBlockMine =
				{
					Notes = "",
				},
				otStatEntityKill =
				{
					Notes = "",
				},
				otStatEntityKilledBy =
				{
					Notes = "",
				},
				otStatItemBreak =
				{
					Notes = "",
				},
				otStatItemCraft =
				{
					Notes = "",
				},
				otStatItemUse =
				{
					Notes = "",
				},
				otTotalKillCount =
				{
					Notes = "",
				},
			},
		},
		cPainting =
		{
			Desc = "This class represents a painting in the world. These paintings are special and different from Vanilla in that they can be critical-hit.",
			Functions =
			{
				GetDirection =
				{
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the direction the painting faces. Directions: ZP - 0, ZM - 2, XM - 1, XP - 3. Note that these are not the BLOCK_FACE constants.",
				},
				GetName =
				{
					Returns =
					{
						{
							Type = "string",
						},
					},
					Notes = "Returns the name of the painting",
				},
			},
		},
		cPawn =
		{
			Desc = "cPawn is a controllable pawn object, controlled by either AI or a player. cPawn inherits all functions and members of {{cEntity}}\
",
			Functions =
			{
				AddEntityEffect =
				{
					Params =
					{
						{
							Name = "EffectType",
							Type = "cEntityEffect#eType",
						},
						{
							Name = "EffectDurationTicks",
							Type = "number",
						},
						{
							Name = "EffectIntensity",
							Type = "number",
						},
						{
							Name = "DistanceModifier",
							Type = "number",
						},
					},
					Notes = "Applies an entity effect. Checks with plugins if they allow the addition. EffectIntensity is the level of the effect (0 = Potion I, 1 = Potion II, etc). DistanceModifier is the scalar multiplied to the potion duration (only applies to splash potions).",
				},
				ClearEntityEffects =
				{
					Notes = "Removes all currently applied entity effects",
				},
				HasEntityEffect =
				{
					Params =
					{
						{
							Name = "EffectType",
							Type = "cEntityEffect#eType",
						},
					},
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns true, if the supplied entity effect type is currently applied",
				},
				RemoveEntityEffect =
				{
					Params =
					{
						{
							Name = "EffectType",
							Type = "cEntityEffect#eType",
						},
					},
					Notes = "Removes a currently applied entity effect",
				},
			},
			Inherits = "cEntity",
		},
		cExpOrb =
		{
			Desc = [[
				This class represents an experience orb. This entity can be spawned by using {{cWorld#SpawnExperienceOrb_1|cWorld:SpawnExperienceOrb}}.
				It's also spawned when a monster is killed or a player is mining coal. The default lifetime of an experience orb is 5 mins.
			]],
			Functions =
			{
				GetAge =
				{
					Returns =
					{
						{
							Type = "number"
						},
					},
					Notes = "Returns the number of ticks that this experience orb has existed.",
				},
				SetAge =
				{
					Params =
					{
						{
							Type = "number",
						},
					},
					Notes = "Sets the experience orb's age, in ticks.",
				},
				GetReward =
				{
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the experience amount.",
				},
				SetReward =
				{
					Params =
					{
						{
							Type = "number",
						},
					},
					Notes = "Sets the experience amount.",
				},
			},
			Inherits = "cEntity",
		},
		cFallingBlock =
		{
			Desc = [[
				This class represents a falling block. This entity can be spawned by using {{cWorld#SpawnFallingBlock_1|cWorld:SpawnFallingBlock}}.
			]],
			Functions =
			{
				GetBlockType =
				{
					Returns =
					{
						{
							Name = "BlockType",
							Type = "number",
						}
					},
					Notes = "Returns the block type of the falling block.",
				},
				GetBlockMeta =
				{
					Returns =
					{
						{
							Name = "BlockMeta",
							Type = "number",
						}
					},
					Notes = "Returns the block meta of the falling block.",
				},
			},
			Inherits = "cEntity",
		},
		cBoat =
		{
			Desc = [[
				This class represents a boat. This entity can be spawned by using {{cWorld#SpawnBoat_1|cWorld:SpawnBoat}}.
			]],
			Functions =
			{
				GetMaterial =
				{
					Returns =
					{
						{
							Name = "Material",
							Type = "cBoat#eMaterial",
						},
					},
					Notes = "Returns the material of the boat.",
				},
				MaterialToString =
				{
					IsStatic = true,
					Params =
					{
						{
							Name = "Material",
							Type = "cBoat#eMaterial",
						},
					},
					Returns =
					{
						{
							Name = "Material",
							Type = "string",
						},
					},
					Notes = "Returns the boat material as a string.",
				},
				ItemToMaterial =
				{
					IsStatic = true,
					Params =
					{
						{
							Name = "Item",
							Type = "cItem",
						},
					},
					Returns =
					{
						{
							Name = "Material",
							Type = "cBoat#eMaterial",
						},
					},
					Notes = "Returns the eMaterial that should be used for a boat created from the specified item. Returns bmOak if not a boat item.",
				},
				MaterialToItem =
				{
					IsStatic = true,
					Params =
					{
						{
							Name = "Material",
							Type = "cBoat#eMaterial",
						},
					},
					Returns =
					{
						{
							Name = "Item",
							Type = "cItem",
						},
					},
					Notes = "Returns the boat item of the boat material",
				},
				StringToMaterial =
				{
					IsStatic = true,
					Params =
					{
						{
							Name = "Material",
							Type = "string",
						},
					},
					Returns =
					{
						{
							Name = "Material",
							Type = "cBoat#eMaterial",
						},
					},
					Notes = "Returns the boat material for the passed string. Returns oak if not valid.",
				},
				SetMaterial =
				{
					Params =
					{
						{
							Name = "Material",
							Type = "cBoat#eMaterial",
						},
					},
					Notes = "Set the material of the boat.",
				},
			},
			Constants =
			{
				bmOak =
				{
					Notes = "",
				},
				bmSpruce =
				{
					Notes = "",
				},
				bmBirch =
				{
					Notes = "",
				},
				bmJungle =
				{
					Notes = "",
				},
				bmAcacia =
				{
					Notes = "",
				},
				bmDarkOak =
				{
					Notes = "",
				},
			},
			ConstantGroups =
			{
				eMaterial =
				{
					Include = "bm.*",
					TextBefore = "These constans are the different wood materials of the boat.",
				},
			},
			Inherits = "cEntity",
		},
		cPickup =
		{
			Desc = [[
				This class represents a pickup entity (an item that the player or mobs can pick up). It is also
				commonly known as "drops". With this class you could create your own "drop" or modify those
				created automatically. The default lifetime of a pickup is 5 mins.
			]],
			Functions =
			{
				CanCombine =
				{
					Returns =
					{
						{
							Type = "boolean"
						}
					},
					Notes = "Returns whether this pickup is allowed to combine with other similar pickups.",
				},
				CollectedBy =
				{
					Params =
					{
						{
							Name = "Player",
							Type = "cPlayer",
						},
					},
					Returns =
					{
						{
							Name = "WasCollected",
							Type = "boolean",
						},
					},
					Notes = "Tries to make the player collect the pickup. Returns true if the pickup was collected, at least partially.",
				},
				GetAge =
				{
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the number of ticks that the pickup has existed.",
				},
				GetItem =
				{
					Returns =
					{
						{
							Type = "cItem",
						},
					},
					Notes = "Returns the item represented by this pickup",
				},
				GetLifetime =
				{
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the total length of this pickup's lifespan, in ticks.",
				},
				IsCollected =
				{
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns true if this pickup has already been collected (is waiting to be destroyed)",
				},
				IsPlayerCreated =
				{
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns true if the pickup was created by a player",
				},
				SetAge =
				{
					Params =
					{
						{
							Name = "AgeTicks",
							Type = "number",
						},
					},
					Notes = "Sets the pickup's age, in ticks.",
				},
				SetCanCombine =
				{
					Params =
					{
						{
							Name = "CanCombine",
							Type = "boolean",
						},
					},
					Notes = "Sets whether this pickup is allowed to combine with other similar pickups.",
				},
				SetLifetime =
				{
					Params =
					{
						{
							Name = "LifeTimeInTicks",
							Type = "number",
						},
					},
					Notes = "Sets the total lifespan of this pickup before it despawns, in ticks. Does not reset the age of the pickup, use SetAge(0). If new lifetime is less than the current age, pickup will despawn.",
				},
			},
			Inherits = "cEntity",
		},
		cPlayer =
		{
			Desc = [[
				This class describes a player in the server. cPlayer inherits all functions and members of
				{{cPawn|cPawn}}. It handles all the aspects of the gameplay, such as hunger, sprinting, inventory
				etc.
			]],
			Functions =
			{
				AddFoodExhaustion =
				{
					Params =
					{
						{
							Name = "Exhaustion",
							Type = "number",
						},
					},
					Notes = "Adds the specified number to the food exhaustion. Only positive numbers expected.",
				},
				CalcLevelFromXp =
				{
					IsStatic = true,
					Params =
					{
						{
							Name = "XPAmount",
							Type = "number",
						},
					},
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the level which is reached with the specified amount of XP. Inverse of XpForLevel().",
				},
				CanFly =
				{
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns if the player is able to fly.",
				},
				CanMobsTarget =
				{
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns if the player can be targeted by mobs.",
				},
				CloseWindow =
				{
					Params =
					{
						{
							Name = "CanRefuse",
							Type = "boolean",
							IsOptional = true,
						},
					},
					Notes = "Closes the currently open UI window. If CanRefuse is true (default), the window may refuse the closing.",
				},
				CloseWindowIfID =
				{
					Params =
					{
						{
							Name = "WindowID",
							Type = "number",
						},
						{
							Name = "CanRefuse",
							Type = "boolean",
							IsOptional = true,
						},
					},
					Notes = "Closes the currently open UI window if its ID matches the given ID. If CanRefuse is true (default), the window may refuse the closing.",
				},
				DeltaExperience =
				{
					Params =
					{
						{
							Name = "DeltaXP",
							Type = "number",
						},
					},
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Adds or removes XP from the current XP amount. Won't allow XP to go negative. Returns the new experience, -1 on error (XP overflow).",
				},
				Feed =
				{
					Params =
					{
						{
							Name = "AddFood",
							Type = "number",
						},
						{
							Name = "AddSaturation",
							Type = "number",
						},
					},
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Tries to add the specified amounts to food level and food saturation level (only positive amounts expected). Returns true if player was hungry and the food was consumed, false if too satiated.",
				},
				ForceSetSpeed =
				{
					Params =
					{
						{
							Name = "Direction",
							Type = "Vector3d",
						},
					},
					Notes = "Forces the player to move to the given direction.",
				},
				Freeze =
				{
					Params =
					{
						{
							Name = "Location",
							Type = "Vector3d",
						},
					},
					Notes = "Teleports the player to \"Location\" and prevents them from moving, locking them in place until unfreeze() is called",
				},
				GetClientHandle =
				{
					Returns =
					{
						{
							Type = "cClientHandle",
						},
					},
					Notes = "Returns the client handle representing the player's connection. May be nil (AI players).",
				},
				GetColor =
				{
					Returns =
					{
						{
							Type = "string",
						},
					},
					Notes = "Returns the full color code to be used for this player's messages (based on their rank). Prefix player messages with this code.",
				},
				GetDraggingItem =
				{
					Returns =
					{
						{
							Type = "cItem",
						},
					},
					Notes = "Returns the item the player is dragging in a UI window."
				},
				GetPrefix =
				{
					Returns =
					{
						{
							Type = "string",
						},
					},
					Notes = "Returns the prefix to player names for messages (based on their rank), may contain @ format codes.",
				},
				GetSuffix =
				{
					Returns =
					{
						{
							Type = "string",
						},
					},
					Notes = "Returns the suffix to player names for messages (based on their rank), may contain @ format codes.",
				},
				GetCurrentXp =
				{
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the current amount of XP",
				},
				GetCustomName =
				{
					Returns =
					{
						{
							Type = "string",
						},
					},
					Notes = "Returns the custom name of this player. If the player hasn't a custom name, it will return an empty string.",
				},
				GetEffectiveGameMode =
				{
					Returns =
					{
						{
							Name = "GameMode",
							Type = "eGameMode",
						},
					},
					Notes = "(OBSOLETE) Returns the current resolved game mode of the player. If the player is set to inherit the world's gamemode, returns that instead. See also GetGameMode() and IsGameModeXXX() functions. Note that this function is the same as GetGameMode(), use that function instead.",
				},
				GetEquippedItem =
				{
					Returns =
					{
						{
							Type = "cItem",
						},
					},
					Notes = "Returns the item that the player is currently holding; empty item if holding nothing.",
				},
				GetEyeHeight =
				{
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the height of the player's eyes, in absolute coords",
				},
				GetEyePosition =
				{
					Returns =
					{
						{
							Name = "EyePositionVector",
							Type = "Vector3d",
						},
					},
					Notes = "Returns the position of the player's eyes, as a {{Vector3d}}",
				},
				GetFloaterID =
				{
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the Entity ID of the fishing hook floater that belongs to the player. Returns -1 if no floater is associated with the player. FIXME: Undefined behavior when the player has used multiple fishing rods simultanously.",
				},
				GetFlyingMaxSpeed =
				{
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the maximum flying speed, relative to the default game flying speed. Defaults to 1, but plugins may modify it for faster or slower flying.",
				},
				GetFoodExhaustionLevel =
				{
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the food exhaustion level",
				},
				GetFoodLevel =
				{
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the food level (number of half-drumsticks on-screen)",
				},
				GetFoodSaturationLevel =
				{
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the food saturation (overcharge of the food level, is depleted before food level)",
				},
				GetFoodTickTimer =
				{
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the number of ticks past the last food-based heal or damage action; when this timer reaches 80, a new heal / damage is applied.",
				},
				GetGameMode =
				{
					Returns =
					{
						{
							Name = "GameMode",
							Type = "eGameMode",
						},
					},
					Notes = "Returns the player's gamemode. The player may have their gamemode unassigned, in which case they inherit the gamemode from the current {{cWorld|world}}.<br /> <b>NOTE:</b> Instead of comparing the value returned by this function to the gmXXX constants, use the IsGameModeXXX() functions. These functions handle the gamemode inheritance automatically.",
				},
				GetInventory =
				{
					Returns =
					{
						{
							Name = "Inventory",
							Type = "cInventory",
						},
					},
					Notes = "Returns the player's inventory",
				},
				GetIP =
				{
					Returns =
					{
						{
							Type = "string",
						},
					},
					Notes = "Returns the IP address of the player, if available. Returns an empty string if there's no IP to report.",
				},
				GetLastBedPos =
				{
					Returns =
					{
						{
							Type = "Vector3i",
						},
					},
					Notes = "Returns the position of the last bed the player has slept in, or the world's spawn if no such position was recorded.",
				},
				GetMaxSpeed =
				{
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the player's current maximum speed, relative to the game default speed. Takes into account the sprinting / flying status.",
				},
				GetMainHand =
				{
					Returns =
					{
						{
							Type = "eMainHand",
						},
					},
					Notes = "Returns the player's main hand.",
				},
				GetName =
				{
					Returns =
					{
						{
							Type = "string",
						},
					},
					Notes = "Returns the player's name",
				},
				GetNormalMaxSpeed =
				{
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the player's maximum walking speed, relative to the game default speed. Defaults to 1, but plugins may modify it for faster or slower walking.",
				},
				GetPermissions =
				{
					Returns =
					{
						{
							Type = "table",
						},
					},
					Notes = "Returns an array-table of all permissions (strings) that the player has assigned to them through their rank.",
				},
				GetPlayerListName =
				{
					Returns =
					{
						{
							Type = "string",
						},
					},
					Notes = "Returns the name that is used in the playerlist.",
				},
				GetRestrictions =
				{
					Returns =
					{
						{
							Type = "table",
						},
					},
					Notes = "Returns an array-table of all the restrictions that the player has assigned to them.",
				},
				GetSprintingMaxSpeed =
				{
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the player's maximum sprinting speed, relative to the game default speed. Defaults to 1.3, but plugins may modify it for faster or slower sprinting.",
				},
				GetSkinParts =
				{
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the player's current set of skin part flags.  This is a bitwise OR of various {{Globals#eSkinPart|eSkinPart}} constants.  Note that HasSkinPart may be easier to use in most situations.",
				},
				GetStance =
				{
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the player's stance (Y-pos of player's eyes)",
				},
				GetTeam =
				{
					Returns =
					{
						{
							Type = "cTeam",
						},
					},
					Notes = "Returns the team that the player belongs to, or nil if none.",
				},
				GetThrowSpeed =
				{
					Params =
					{
						{
							Name = "SpeedCoeff",
							Type = "number",
						},
					},
					Returns =
					{
						{
							Type = "Vector3d",
						},
					},
					Notes = "Returns the speed vector for an object thrown with the specified speed coeff. Basically returns the normalized look vector multiplied by the coeff, with a slight random variation.",
				},
				GetThrowStartPos =
				{
					Returns =
					{
						{
							Type = "Vector3d",
						},
					},
					Notes = "Returns the position where the projectiles should start when thrown by this player.",
				},
				GetUUID =
				{
					Returns =
					{
						{
							Type = "string",
						},
					},
					Notes = "Returns the (short) UUID that the player is using. Could be empty string for players that don't have a Mojang account assigned to them (in the future, bots for example).",
				},
				GetWindow =
				{
					Returns =
					{
						{
							Type = "cWindow",
						},
					},
					Notes = "Returns the currently open UI window. If the player doesn't have any UI window open, returns the inventory window.",
				},
				GetXpLevel =
				{
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the current XP level (based on current XP amount).",
				},
				GetXpLifetimeTotal =
				{
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the amount of XP that has been accumulated throughout the player's lifetime.",
				},
				GetXpPercentage =
				{
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the percentage of the experience bar - the amount of XP towards the next XP level. Between 0 and 1.",
				},
				HasCustomName =
				{
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns true if the player has a custom name.",
				},
				HasPermission =
				{
					Params =
					{
						{
							Name = "PermissionString",
							Type = "string",
						},
					},
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns true if the player has the specified permission",
				},
				HasSkinPart =
				{
					Params =
					{
						{
							Name = "Part",
							Type = "eSkinPart",
						},
					},
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns true if the player has the specified skin part enabled",
				},
				Heal =
				{
					Params =
					{
						{
							Name = "HitPoints",
							Type = "number",
						},
					},
					Notes = "Heals the player by the specified amount of HPs. Only positive amounts are expected. Sends a health update to the client.",
				},
				IsEating =
				{
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns true if the player is currently eating the item in their hand.",
				},
				IsFireproof =
				{
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns true if a player is fireproof. This is when the flag has been explicitly set, or the player is in creative or spectator mode.",
				},
				IsFishing =
				{
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns true if the player is currently fishing",
				},
				IsFlying =
				{
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns true if the player is flying.",
				},
				IsFrozen =
				{
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns true if the player is frozen. See Freeze()",
				},
				IsGameModeAdventure =
				{
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns true if the player is in the gmAdventure gamemode, or has their gamemode unset and the world is a gmAdventure world.",
				},
				IsGameModeCreative =
				{
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns true if the player is in the gmCreative gamemode, or has their gamemode unset and the world is a gmCreative world.",
				},
				IsGameModeSpectator =
				{
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns true if the player is in the gmSpectator gamemode, or has their gamemode unset and the world is a gmSpectator world.",
				},
				IsGameModeSurvival =
				{
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns true if the player is in the gmSurvival gamemode, or has their gamemode unset and the world is a gmSurvival world.",
				},
				IsInBed =
				{
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns true if the player is currently lying in a bed.",
				},
				IsSatiated =
				{
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns true if the player is satiated (cannot eat).",
				},
				IsVisible =
				{
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns true if the player is visible to other players",
				},
				LoadRank =
				{
					Notes = "Reloads the player's rank, message visuals and permissions from the {{cRankManager}}, based on the player's current rank.",
				},
				OpenWindow =
				{
					Params =
					{
						{
							Name = "Window",
							Type = "cWindow",
						},
					},
					Notes = "Opens the specified UI window for the player.",
				},
				PermissionMatches =
				{
					IsStatic = true,
					Params =
					{
						{
							Name = "Permission",
							Type = "string",
						},
						{
							Name = "Template",
							Type = "string",
						},
					},
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns true if the specified permission matches the specified template. The template may contain asterisk as a wildcard for any word.",
				},
				PlaceBlock =
				{
					Params =
					{
						{
							Name = "BlockX",
							Type = "number",
						},
						{
							Name = "BlockY",
							Type = "number",
						},
						{
							Name = "BlockZ",
							Type = "number",
						},
						{
							Name = "BlockType",
							Type = "number",
						},
						{
							Name = "BlockMeta",
							Type = "number",
						},
					},
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Places a block while impersonating the player. The {{OnPlayerPlacingBlock|HOOK_PLAYER_PLACING_BLOCK}} hook is called before the placement, and if it succeeds, the block is placed and the {{OnPlayerPlacedBlock|HOOK_PLAYER_PLACED_BLOCK}} hook is called. Returns true iff the block is successfully placed. Assumes that the block is in a currently loaded chunk.",
				},
				Respawn =
				{
					Notes = "Restores the health, extinguishes fire, makes visible and sends the Respawn packet.",
				},
				SendAboveActionBarMessage =
				{
					Params =
					{
						{
							Name = "Message",
							Type = "string",
						},
					},
					Notes = "Sends the specified message to the player (shows above action bar).",
				},
				SendBlocksAround =
				{
					Params =
					{
						{
							Name = "BlockX",
							Type = "number",
						},
						{
							Name = "BlockY",
							Type = "number",
						},
						{
							Name = "BlockZ",
							Type = "number",
						},
						{
							Name = "BlockRange",
							Type = "number",
							IsOptional = true,
						},
					},
					Notes = "Sends all the world's blocks in BlockRange from the specified coords to the player, as a BlockChange packet. Range defaults to 1 (only one block sent).",
				},
				SendMessage =
				{
					Params =
					{
						{
							Name = "Message",
							Type = "string",
						},
					},
					Notes = "Sends the specified message to the player.",
				},
				SendMessageRaw =
				{
					Params =
					{
						{
							Name = "Json",
							Type = "string",
						},
						{
							Name = "eChatType",
							Type = "number",
							IsOptional = true,
						}
					},
					Notes = "Sends the specified json string to the player. The optional value eChatType (default ctChatBox) can be ctChatBox, ctSystem or ctAboveActionBar. You can use {{cJson}} to build a json string.",
				},
				SendMessageFailure =
				{
					Params =
					{
						{
							Name = "Message",
							Type = "string",
						},
					},
					Notes = "Prepends Rose [INFO] / colours entire text (depending on ShouldUseChatPrefixes()) and sends message to player. For a command that failed to run because of insufficient permissions, etc.",
				},
				SendMessageFatal =
				{
					Params =
					{
						{
							Name = "Message",
							Type = "string",
						},
					},
					Notes = "Prepends Red [FATAL] / colours entire text (depending on ShouldUseChatPrefixes()) and sends message to player. For something serious, such as a plugin crash, etc.",
				},
				SendMessageInfo =
				{
					Params =
					{
						{
							Name = "Message",
							Type = "string",
						},
					},
					Notes = "Prepends Yellow [INFO] / colours entire text (depending on ShouldUseChatPrefixes()) and sends message to player. Informational message, such as command usage, etc.",
				},
				SendMessagePrivateMsg =
				{
					Params =
					{
						{
							Name = "Message",
							Type = "string",
						},
						{
							Name = "SenderName",
							Type = "string",
						},
					},
					Notes = "Prepends Light Blue [MSG: *SenderName*] / prepends SenderName and colours entire text (depending on ShouldUseChatPrefixes()) and sends message to player. For private messaging.",
				},
				SendMessageSuccess =
				{
					Params =
					{
						{
							Name = "Message",
							Type = "string",
						},
					},
					Notes = "Prepends Green [INFO] / colours entire text (depending on ShouldUseChatPrefixes()) and sends message to player. Success notification.",
				},
				SendMessageWarning =
				{
					Params =
					{
						{
							Name = "Message",
							Type = "string",
						},
					},
					Notes = "Prepends Rose [WARN] / colours entire text (depending on ShouldUseChatPrefixes()) and sends message to player. Denotes that something concerning, such as plugin reload, is about to happen.",
				},
				SendRotation =
				{
					Params =
					{
						{
							Name = "YawDegrees",
							Type = "number",
						},
						{
							Name = "PitchDegrees",
							Type = "number",
						},
					},
					Notes = "Sends the specified rotation to the player, forcing them to look that way",
				},
				SendSystemMessage =
				{
					Params =
					{
						{
							Name = "Message",
							Type = "string",
						},
					},
					Notes = "Sends the specified message to the player.",
				},
				SetBedPos =
				{
					Params =
					{
						{
							Name = "Position",
							Type = "Vector3i",
						},
						{
							Name = "World",
							Type = "cWorld",
							IsOptional = true,
						},
					},
					Notes = "Sets the position and world of the player's respawn point, which is also known as the bed position. The player will respawn at this position and world upon death. If the world is not specified, it is set to the player's current world.",
				},
				SetCanFly =
				{
					Params =
					{
						{
							Name = "CanFly",
							Type = "boolean",
						},
					},
					Notes = "Sets if the player can fly or not.",
				},
				SetCrouch =
				{
					Params =
					{
						{
							Name = "IsCrouched",
							Type = "boolean",
						},
					},
					Notes = "Sets the crouch state, broadcasts the change to other players.",
				},
				SetCurrentExperience =
				{
					Params =
					{
						{
							Name = "XPAmount",
							Type = "number",
						},
					},
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Sets the current amount of experience (and indirectly, the XP level).",
				},
				SetCustomName =
				{
					Params =
					{
						{
							Name = "CustomName",
							Type = "string",
						},
					},
					Notes = "Sets the custom name for this player. If you want to disable the custom name, simply set an empty string. The custom name will be used in the tab-list, in the player nametag and in the tab-completion.",
				},
				SetDraggingItem =
				{
					Params =
					{
						{
							Name = "Item",
							Type = "cItem",
						},
					},
					Notes = "Sets the item that the player is dragging in a UI window. If no UI window is open, this function does nothing."
				},
				SetFlying =
				{
					Params =
					{
						{
							Name = "IsFlying",
							Type = "boolean",
						},
					},
					Notes = "Sets if the player is flying or not.",
				},
				SetFlyingMaxSpeed =
				{
					Params =
					{
						{
							Name = "FlyingMaxSpeed",
							Type = "number",
						},
					},
					Notes = "Sets the flying maximum speed, relative to the game default speed. The default value is 1. Sends the updated speed to the client.",
				},
				SetFoodExhaustionLevel =
				{
					Params =
					{
						{
							Name = "ExhaustionLevel",
							Type = "number",
						},
					},
					Notes = "Sets the food exhaustion to the specified level.",
				},
				SetFoodLevel =
				{
					Params =
					{
						{
							Name = "FoodLevel",
							Type = "number",
						},
					},
					Notes = "Sets the food level (number of half-drumsticks on-screen)",
				},
				SetFoodSaturationLevel =
				{
					Params =
					{
						{
							Name = "FoodSaturationLevel",
							Type = "number",
						},
					},
					Notes = "Sets the food saturation (overcharge of the food level).",
				},
				SetFoodTickTimer =
				{
					Params =
					{
						{
							Name = "FoodTickTimer",
							Type = "number",
						},
					},
					Notes = "Sets the number of ticks past the last food-based heal or damage action; when this timer reaches 80, a new heal / damage is applied.",
				},
				SetGameMode =
				{
					Params =
					{
						{
							Name = "NewGameMode",
							Type = "eGameMode",
						},
					},
					Notes = "Sets the gamemode for the player. The new gamemode overrides the world's default gamemode, unless it is set to gmInherit.",
				},
				SetIsFishing =
				{
					Params =
					{
						{
							Name = "IsFishing",
							Type = "boolean",
						},
						{
							Name = "FloaterEntityID",
							Type = "number",
							IsOptional = true,
						},
					},
					Notes = "Sets the 'IsFishing' flag for the player. The floater entity ID is expected for the true variant, it can be omitted when IsFishing is false. FIXME: Undefined behavior when multiple fishing rods are used simultanously",
				},
				SetMainHand =
				{
					Params =
					{
						{
							Name = "Hand",
							Type = "eMainHand",
						},
					},
					Notes = "Sets the main hand of the player.",
				},
				SetName =
				{
					Params =
					{
						{
							Name = "Name",
							Type = "string",
						},
					},
					Notes = "Sets the player name. This rename will NOT be visible to any players already in the server who are close enough to see this player.",
				},
				SetNormalMaxSpeed =
				{
					Params =
					{
						{
							Name = "NormalMaxSpeed",
							Type = "number",
						},
					},
					Notes = "Sets the normal (walking) maximum speed, relative to the game default speed. The default value is 1. Sends the updated speed to the client, if appropriate.",
				},
				SetSprint =
				{
					Params =
					{
						{
							Name = "IsSprinting",
							Type = "boolean",
						},
					},
					Notes = "Sets whether the player is sprinting or not.",
				},
				SetSkinParts =
				{
					Params =
					{
						{
							Name = "Parts",
							Type = "number",
						},
					},
					Notes = "Sets the skin part flags of the player.  The value should be a bitwise OR of several {{Globals#eSkinPart|eSkinPart}} constants.",
				},
				SetSprintingMaxSpeed =
				{
					Params =
					{
						{
							Name = "SprintingMaxSpeed",
							Type = "number",
						},
					},
					Notes = "Sets the sprinting maximum speed, relative to the game default speed. The default value is 1.3. Sends the updated speed to the client, if appropriate.",
				},
				SetTeam =
				{
					Params =
					{
						{
							Name = "Team",
							Type = "cTeam",
						},
					},
					Notes = "Moves the player to the specified team.",
				},
				SetVisible =
				{
					Params =
					{
						{
							Name = "IsVisible",
							Type = "boolean",
						},
					},
					Notes = "Sets the player visibility to other players",
				},
				TossEquippedItem =
				{
					Params =
					{
						{
							Name = "Amount",
							Type = "number",
							IsOptional = true,
						},
					},
					Notes = "Tosses the item that the player has selected in their hotbar. Amount defaults to 1.",
				},
				TossHeldItem =
				{
					Params =
					{
						{
							Name = "Amount",
							Type = "number",
							IsOptional = true,
						},
					},
					Notes = "Tosses the item held by the cursor, when the player is in a UI window. Amount defaults to 1.",
				},
				TossPickup =
				{
					Params =
					{
						{
							Name = "Item",
							Type = "cItem",
						},
					},
					Notes = "Tosses a pickup newly created from the specified item.",
				},
				Unfreeze =
				{
					Notes = "Allows the player to move again, canceling the effects of Freeze()",
				},
				XpForLevel =
				{
					IsStatic = true,
					Params =
					{
						{
							Name = "XPLevel",
							Type = "number",
						},
					},
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the total amount of XP needed for the specified XP level. Inverse of CalcLevelFromXp().",
				},
			},
			Constants =
			{
				EATING_TICKS =
				{
					Notes = "Number of ticks required for consuming an item.",
				},
				MAX_FOOD_LEVEL =
				{
					Notes = "The maximum food level value. When the food level is at this value, the player cannot eat.",
				},
				MAX_HEALTH =
				{
					Notes = "The maximum health value",
				},
			},
			Inherits = "cPawn",
		},  -- cPlayer

		cRoot =
		{
			Desc = [[
				This class represents the root of Cuberite's object hierarchy. There is always only one cRoot
				object. It manages and allows querying all the other objects, such as {{cServer}},
				{{cPluginManager}}, individual {{cWorld|worlds}} etc.</p>
				<p>
				To get the singleton instance of this object, you call the cRoot:Get() function. Then you can call
				the individual functions on this object. Note that some of the functions are static and don't need
				the instance, they are to be called directly on the cRoot class, such as cRoot:GetPhysicalRAMUsage()
			]],
			Functions =
			{
				BroadcastChat =
				{
					{
						Params =
						{
							{
								Name = "MessageText",
								Type = "string",
							},
							{
								Name = "MessageType",
								Type = "eMessageType",
							},
						},
						Notes = "Broadcasts a message to all players, with its message type set to MessageType (default: mtCustom).",
					},
					{
						Params =
						{
							{
								Name = "CompositeChat",
								Type = "cCompositeChat",
							},
						},
						Notes = "Broadcasts a {{cCompositeChat|composite chat message}} to all players.",
					},
				},
				BroadcastChatDeath =
				{
					Params =
					{
						{
							Name = "MessageText",
							Type = "string",
						},
					},
					Notes = "Broadcasts the specified message to all players, with its message type set to mtDeath. Use for when a player has died.",
				},
				BroadcastChatFailure =
				{
					Params =
					{
						{
							Name = "MessageText",
							Type = "string",
						},
					},
					Notes = "Broadcasts the specified message to all players, with its message type set to mtFailure. Use for a command that failed to run because of insufficient permissions, etc.",
				},
				BroadcastChatFatal =
				{
					Params =
					{
						{
							Name = "MessageText",
							Type = "string",
						},
					},
					Notes = "Broadcasts the specified message to all players, with its message type set to mtFatal. Use for a plugin that crashed, or similar.",
				},
				BroadcastChatInfo =
				{
					Params =
					{
						{
							Name = "MessageText",
							Type = "string",
						},
					},
					Notes = "Broadcasts the specified message to all players, with its message type set to mtInfo. Use for informational messages, such as command usage.",
				},
				BroadcastChatJoin =
				{
					Params =
					{
						{
							Name = "MessageText",
							Type = "string",
						},
					},
					Notes = "Broadcasts the specified message to all players, with its message type set to mtJoin. Use for players joining the server.",
				},
				BroadcastChatLeave =
				{
					Params =
					{
						{
							Name = "MessageText",
							Type = "string",
						},
					},
					Notes = "Broadcasts the specified message to all players, with its message type set to mtLeave. Use for players leaving the server.",
				},
				BroadcastChatSuccess =
				{
					Params =
					{
						{
							Name = "MessageText",
							Type = "string",
						},
					},
					Notes = "Broadcasts the specified message to all players, with its message type set to mtSuccess. Use for success messages.",
				},
				BroadcastChatWarning =
				{
					Params =
					{
						{
							Name = "MessageText",
							Type = "string",
						},
					},
					Notes = "Broadcasts the specified message to all players, with its message type set to mtWarning. Use for concerning events, such as plugin reload etc.",
				},
				DoWithPlayerByUUID =
				{
					Params =
					{
						{
							Name = "PlayerUUID",
							Type = "cUUID",
						},
						{
							Name = "CallbackFunction",
							Type = "function",
						},
					},
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "If there is the player with the uuid, calls the CallbackFunction with the {{cPlayer}} parameter representing the player. The CallbackFunction has the following signature: <pre class=\"prettyprint lang-lua\">function Callback({{cPlayer|Player}})</pre> The function returns false if the player was not found, or whatever bool value the callback returned if the player was found.",
				},
				FindAndDoWithPlayer =
				{
					Params =
					{
						{
							Name = "PlayerName",
							Type = "string",
						},
						{
							Name = "CallbackFunction",
							Type = "function",
						},
					},
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Calls the given callback function for the player with the name best matching the name string provided.<br>This function is case-insensitive and will match partial names.<br>Returns false if player not found or there is ambiguity, true otherwise. The CallbackFunction has the following signature: <pre class=\"prettyprint lang-lua\">function Callback({{cPlayer|Player}})</pre>",
				},
				ForEachPlayer =
				{
					Params =
					{
						{
							Name = "CallbackFunction",
							Type = "function",
						},
					},
					Notes = "Calls the given callback function for each player. The callback function has the following signature: <pre class=\"prettyprint lang-lua\">function Callback({{cPlayer|cPlayer}})</pre>",
				},
				ForEachWorld =
				{
					Params =
					{
						{
							Name = "CallbackFunction",
							Type = "function",
						},
					},
					Notes = "Calls the given callback function for each world. The callback function has the following signature: <pre class=\"prettyprint lang-lua\">function Callback({{cWorld|cWorld}})</pre>",
				},
				Get =
				{
					IsStatic = true,
					Returns =
					{
						{
							Type = "cRoot",
						},
					},
					Notes = "Returns the one and only cRoot object.",
				},
				GetBrewingRecipe =
				{
					IsStatic = true,
					Params =
					{
						{
							Name = "Bottle",
							Type = "cItem",
						},
						{
							Name = "Ingredient",
							Type = "cItem",
						},
					},
					Returns =
					{
						{
							Type = "cItem",
						},
					},
					Notes = "Returns the result item, if a recipe has been found to brew the Ingredient into Bottle. If no recipe is found, returns no value.",
				},
				GetBuildCommitID =
				{
					IsStatic = true,
					Returns =
					{
						{
							Type = "string",
						},
					},
					Notes = "For official builds (Travis CI / Jenkins) it returns the exact commit hash used for the build. For unofficial local builds, returns the approximate commit hash (since the true one cannot be determined), formatted as \"approx: &lt;CommitHash&gt;\".",
				},
				GetBuildDateTime =
				{
					IsStatic = true,
					Returns =
					{
						{
							Type = "string",
						},
					},
					Notes = "For official builds (Travic CI / Jenkins) it returns the date and time of the build. For unofficial local builds, returns the approximate datetime of the commit (since the true one cannot be determined), formatted as \"approx: &lt;DateTime-iso8601&gt;\".",
				},
				GetBuildID =
				{
					IsStatic = true,
					Returns =
					{
						{
							Type = "string",
						},
					},
					Notes = "For official builds (Travis CI / Jenkins) it returns the unique ID of the build, as recognized by the build system. For unofficial local builds, returns the string \"Unknown\".",
				},
				GetBuildSeriesName =
				{
					IsStatic = true,
					Returns =
					{
						{
							Type = "string",
						},
					},
					Notes = "For official builds (Travis CI / Jenkins) it returns the series name of the build (for example \"Cuberite Windows x64 Master\"). For unofficial local builds, returns the string \"local build\".",
				},
				GetCraftingRecipes =
				{
					Returns =
					{
						{
							Type = "cCraftingRecipe",
						},
					},
					Notes = "Returns the CraftingRecipes object",
				},
				GetDefaultWorld =
				{
					Returns =
					{
						{
							Type = "cWorld",
						},
					},
					Notes = "Returns the world object from the default world.",
				},
				GetFurnaceFuelBurnTime =
				{
					IsStatic = true,
					Params =
					{
						{
							Name = "Fuel",
							Type = "cItem",
						},
					},
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the number of ticks for how long the item would fuel a furnace. Returns zero if not a fuel.",
				},
				GetFurnaceRecipe =
				{
					IsStatic = true,
					Params =
					{
						{
							Name = "InItem",
							Type = "cItem",
						},
					},
					Returns =
					{
						{
							Name = "OutItem",
							Type = "cItem",
						},
						{
							Name = "NumTicks",
							Type = "number",
						},
						{
							Name = "InItem",
							Type = "cItem",
						},
					},
					Notes = "Returns the furnace recipe for smelting the specified input. If a recipe is found, returns the smelted result, the number of ticks required for the smelting operation, and the input consumed (note that Cuberite supports smelting M items into N items and different smelting rates). If no recipe is found, returns no value.",
				},
				GetPhysicalRAMUsage =
				{
					IsStatic = true,
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the amount of physical RAM that the entire Cuberite process is using, in KiB. Negative if the OS doesn't support this query.",
				},
				GetPluginManager =
				{
					Returns =
					{
						{
							Type = "cPluginManager",
						},
					},
					Notes = "Returns the cPluginManager object.",
				},
				GetProtocolVersionTextFromInt =
				{
					IsStatic = true,
					Params =
					{
						{
							Name = "ProtocolVersionNumber",
							Type = "number",
						},
					},
					Returns =
					{
						{
							Type = "string",
						},
					},
					Notes = "Returns the Minecraft client version from the given Protocol version number. If there is no version found, it returns 'Unknown protocol (Number)'",
				},
				GetServer =
				{
					Returns =
					{
						{
							Type = "cServer",
						},
					},
					Notes = "Returns the cServer object.",
				},
				GetServerUpTime =
				{
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the uptime of the server in seconds.",
				},
				GetTotalChunkCount =
				{
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the amount of loaded chunks.",
				},
				GetVirtualRAMUsage =
				{
					IsStatic = true,
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the amount of virtual RAM that the entire Cuberite process is using, in KiB. Negative if the OS doesn't support this query.",
				},
				GetWebAdmin =
				{
					Returns =
					{
						{
							Type = "cWebAdmin",
						},
					},
					Notes = "Returns the cWebAdmin object.",
				},
				GetWorld =
				{
					Params =
					{
						{
							Name = "WorldName",
							Type = "string",
						},
					},
					Returns =
					{
						{
							Type = "cWorld",
						},
					},
					Notes = "Returns the cWorld object of the given world. It returns nil if there is no world with the given name.",
				},
				QueueExecuteConsoleCommand =
				{
					Params =
					{
						{
							Name = "Message",
							Type = "string",
						},
					},
					Notes = "Queues a console command for execution through the cServer class. The command will be executed in the tick thread. The command's output will be sent to console.",
				},
				SaveAllChunks =
				{
					Notes = "Saves all the chunks in all the worlds. Note that the saving is queued on each world's tick thread and this functions returns before the chunks are actually saved.",
				},
				SetSavingEnabled =
				{
					Params =
					{
						{
							Name = "SavingEnabled",
							Type = "boolean",
						},
					},
					Notes = "Sets whether saving chunk data is enabled for all worlds. If disabled, dirty chunks will stay in memory forever, which can cause performance and stability issues.",
				},
			},
			AdditionalInfo =
			{
				{
					Header = "Querying a furnace recipe",
					Contents = [[
						To find the furnace recipe for an item, use the following code (adapted from the Debuggers plugin's /fr command):
<pre class="prettyprint lang-lua">
local HeldItem = a_Player:GetEquippedItem();
local Out, NumTicks, In = cRoot:GetFurnaceRecipe(HeldItem);  -- Note STATIC call - no need for a Get()
if (Out ~= nil) then
	-- There is a recipe, list it:
	a_Player:SendMessage(
		"Furnace turns " .. ItemToFullString(In) ..
		" to " .. ItemToFullString(Out) ..
		" in " .. NumTicks .. " ticks (" ..
		tostring(NumTicks / 20) .. " seconds)."
	);
else
	-- No recipe found
	a_Player:SendMessage("There is no furnace recipe that would smelt " .. ItemToString(HeldItem));
end
</pre>
					]],
				},
			},
		},
		cScoreboard =
		{
			Desc = [[
				This class manages the objectives and teams of a single world.
			]],
			Functions =
			{
				AddPlayerScore =
				{
					Params =
					{
						{
							Name = "Name",
							Type = "string",
						},
						{
							Name = "Type",
							Type = "<unknown>",
						},
						{
							Name = "Value",
							Type = "<unknown>",
						},
					},
					Notes = "Adds a value to all player scores of the specified objective type.",
				},
				ForEachObjective =
				{
					Params =
					{
						{
							Name = "CallbackFunction",
							Type = "function",
						},
					},
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Calls the specified callback for each objective in the scoreboard. Returns true if all objectives have been processed (including when there are zero objectives), or false if the callback function has aborted the enumeration by returning true. The callback function has the following signature: <pre class=\"prettyprint lang-lua\">function Callback({{cObjective|Objective}})</pre> The callback should return false or no value to continue with the next objective, or true to abort the enumeration.",
				},
				ForEachTeam =
				{
					Params =
					{
						{
							Name = "CallbackFunction",
							Type = "function",
						},
					},
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Calls the specified callback for each team in the scoreboard. Returns true if all teams have been processed (including when there are zero teams), or false if the callback function has aborted the enumeration by returning true. The callback function has the following signature: <pre class=\"prettyprint lang-lua\">function Callback({{cObjective|Objective}})</pre> The callback should return false or no value to continue with the next team, or true to abort the enumeration.",
				},
				GetNumObjectives =
				{
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the nuber of registered objectives.",
				},
				GetNumTeams =
				{
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the number of registered teams.",
				},
				GetObjective =
				{
					Params =
					{
						{
							Name = "string",
							Type = "string",
						},
					},
					Returns =
					{
						{
							Type = "cObjective",
						},
					},
					Notes = "Returns the objective with the specified name.",
				},
				GetObjectiveIn =
				{
					Params =
					{
						{
							Name = "DisplaySlot",
							Type = "<unknown>",
						},
					},
					Returns =
					{
						{
							Type = "cObjective",
						},
					},
					Notes = "Returns the objective in the specified display slot. Can be nil.",
				},
				GetTeam =
				{
					Params =
					{
						{
							Name = "TeamName",
							Type = "string",
						},
					},
					Returns =
					{
						{
							Type = "cTeam",
						},
					},
					Notes = "Returns the team with the specified name.",
				},
				GetTeamNames =
				{
					Returns =
					{
						{
							Type = "table",
						},
					},
					Notes = "Returns the names of all teams, as an array-table of strings",
				},
				RegisterObjective =
				{
					Params =
					{
						{
							Name = "Name",
							Type = "string",
						},
						{
							Name = "DisplayName",
							Type = "string",
						},
						{
							Name = "Type",
							Type = "<unknown>",
						},
					},
					Returns =
					{
						{
							Type = "cObjective",
						},
					},
					Notes = "Registers a new scoreboard objective. Returns the {{cObjective}} instance, nil on error.",
				},
				RegisterTeam =
				{
					Params =
					{
						{
							Name = "Name",
							Type = "string",
						},
						{
							Name = "DisplayName",
							Type = "string",
						},
						{
							Name = "Prefix",
							Type = "<unknown>",
						},
						{
							Name = "Suffix",
							Type = "<unknown>",
						},
					},
					Returns =
					{
						{
							Type = "cTeam",
						},
					},
					Notes = "Registers a new team. Returns the {{cTeam}} instance, nil on error.",
				},
				RemoveObjective =
				{
					Params =
					{
						{
							Name = "Name",
							Type = "string",
						},
					},
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Removes the objective with the specified name. Returns true if operation was successful.",
				},
				RemoveTeam =
				{
					Params =
					{
						{
							Name = "TeamName",
							Type = "string",
						},
					},
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Removes the team with the specified name. Returns true if operation was successful.",
				},
				SetDisplay =
				{
					Params =
					{
						{
							Name = "Name",
							Type = "string",
						},
						{
							Name = "DisplaySlot",
							Type = "<unknown>",
						},
					},
					Notes = "Updates the currently displayed objective.",
				},
			},
			Constants =
			{
				dsCount =
				{
					Notes = "",
				},
				dsList =
				{
					Notes = "",
				},
				dsName =
				{
					Notes = "",
				},
				dsSidebar =
				{
					Notes = "",
				},
			},
		},
		cServer =
		{
			Desc = [[
				This class manages all the client connections internally. In the API layer, it allows to get and set
				the general properties of the server, such as the description and max players.</p>
				<p>
				It used to support broadcasting chat messages to all players, this functionality has been moved to
				{{cRoot}}:BroadcastChat().
				]],
			Functions =
			{
				DoesAllowMultiLogin =
				{
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns true if players can log in multiple times from the same account (normally used for debugging), false if only one player per name is allowed.",
				},
				GetDescription =
				{
					Returns =
					{
						{
							Type = "string",
						},
					},
					Notes = "Returns the server description set in the settings.ini.",
				},
				GetShutdownMessage =
				{
					Returns =
					{
						{
							Type = "string",
						},
					},
					Notes = "Returns the shutdown message set in the settings.ini.",
				},
				GetMaxPlayers =
				{
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the max amount of players who can join the server.",
				},
				GetNumPlayers =
				{
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the amount of players online.",
				},
				GetServerID =
				{
					Returns =
					{
						{
							Type = "string",
						},
					},
					Notes = "Returns the ID of the server?",
				},
				IsHardcore =
				{
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns true if the server is hardcore (players get banned on death).",
				},
				IsPlayerInQueue =
				{
					Params =
					{
						{
							Name = "Username",
							Type = "string",
						},
					},
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns true if the specified player is queued to be transferred to a World.",
				},
				RegisterForgeMod =
				{
					Params =
					{
						{
							Name = "ModName",
							Type = "string",
						},
						{
							Name = "ModVersion",
							Type = "string",
						},
						{
							Name = "ProtocolVersionNumber",
							Type = "number",
						},
					},
					Notes = "Add a Forge mod name/version to the server ping list.",
				},
				SetMaxPlayers =
				{
					Params =
					{
						{
							Name = "MaxPlayers",
							Type = "number",
						},
					},
					Notes = "Sets the max amount of players who can join.",
				},
				ShouldAuthenticate =
				{
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns true iff the server is set to authenticate players (\"online mode\").",
				},
				UnregisterForgeMod =
				{
					Params =
					{
						{
							Name = "ModName",
							Type = "string",
						},
						{
							Name = "ProtocolVersionNumber",
							Type = "number",
						},
					},
					Notes = "Remove a Forge mod name/version from the server ping list.",
				},
			},
		},
		cStringCompression =
		{
			Desc = [[
				Provides functions to compress or decompress string
				<p>
				All functions in this class are static, so they should be called in the dot convention:
<pre class="prettyprint lang-lua">
local CompressedString = cStringCompression.CompressStringGZIP("DataToCompress")
</pre>
			]],
			Functions =
			{
				CompressStringGZIP =
				{
					IsStatic = true,
					Params =
					{
						{
							Name = "Data",
							Type = "string",
						},
					},
					Returns =
					{
						{
							Type = "string",
						},
					},
					Notes = "Compresses data in a string using GZIP",
				},
				CompressStringZLIB =
				{
					IsStatic = true,
					Params =
					{
						{
							Name = "Data",
							Type = "string",
						},
						{
							Name = "factor",
							Type = "number",
						},
					},
					Returns =
					{
						{
							Type = "string",
						},
					},
					Notes = "Compresses data in a string using ZLIB. Factor 0 is no compression and factor 9 is maximum compression.",
				},
				InflateString =
				{
					IsStatic = true,
					Params =
					{
						{
							Name = "Data",
							Type = "string",
						},
					},
					Returns =
					{
						{
							Type = "string",
						},
					},
					Notes = "Uncompresses a string using Inflate",
				},
				UncompressStringGZIP =
				{
					IsStatic = true,
					Params =
					{
						{
							Name = "Data",
							Type = "string",
						},
					},
					Returns =
					{
						{
							Type = "string",
						},
					},
					Notes = "Uncompress a string using GZIP",
				},
				UncompressStringZLIB =
				{
					IsStatic = true,
					Params =
					{
						{
							Name = "Data",
							Type = "string",
						},
						{
							Name = "UncompressedLength",
							Type = "number",
						},
					},
					Returns =
					{
						{
							Type = "string",
						},
					},
					Notes = "Uncompresses Data using ZLIB",
				},
			},
		},
		cTeam =
		{
			Desc = [[
				This class manages a single player team.
			]],
			Functions =
			{
				AddPlayer =
				{
					Params =
					{
						{
							Name = "PlayerName",
							Type = "string",
						},
					},
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Adds a player to this team. Returns true if the operation was successful.",
				},
				AllowsFriendlyFire =
				{
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns whether team friendly fire is allowed.",
				},
				CanSeeFriendlyInvisible =
				{
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns whether players can see invisible teammates.",
				},
				GetDisplayName =
				{
					Returns =
					{
						{
							Type = "string",
						},
					},
					Notes = "Returns the display name of the team.",
				},
				GetName =
				{
					Returns =
					{
						{
							Type = "string",
						},
					},
					Notes = "Returns the internal name of the team.",
				},
				GetNumPlayers =
				{
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the number of registered players.",
				},
				GetPrefix =
				{
					Returns =
					{
						{
							Type = "string",
						},
					},
					Notes = "Returns the prefix prepended to the names of the members of this team.",
				},
				GetSuffix =
				{
					Returns =
					{
						{
							Type = "string",
						},
					},
					Notes = "Returns the suffix appended to the names of the members of this team.",
				},
				HasPlayer =
				{
					Params =
					{
						{
							Name = "PlayerName",
							Type = "string",
						},
					},
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns whether the specified player is a member of this team.",
				},
				RemovePlayer =
				{
					Params =
					{
						{
							Name = "PlayerName",
							Type = "string",
						},
					},
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Removes the player with the specified name from this team. Returns true if the operation was successful.",
				},
				Reset =
				{
					Notes = "Removes all players from this team.",
				},
				SetCanSeeFriendlyInvisible =
				{
					Params =
					{
						{
							Name = "CanSeeFriendlyInvisible",
							Type = "boolean",
						},
					},
					Notes = "Set whether players can see invisible teammates.",
				},
				SetDisplayName =
				{
					Params =
					{
						{
							Name = "DisplayName",
							Type = "string",
						},
					},
					Notes = "Sets the display name of this team. (i.e. what will be shown to the players)",
				},
				SetFriendlyFire =
				{
					Params =
					{
						{
							Name = "AllowFriendlyFire",
							Type = "boolean",
						},
					},
					Notes = "Sets whether team friendly fire is allowed.",
				},
				SetPrefix =
				{
					Params =
					{
						{
							Name = "Prefix",
							Type = "string",
						},
					},
					Notes = "Sets the prefix prepended to the names of the members of this team.",
				},
				SetSuffix =
				{
					Params =
					{
						{
							Name = "Suffix",
							Type = "string",
						},
					},
					Notes = "Sets the suffix appended to the names of the members of this team.",
				},
			},
		},
		cTNTEntity =
		{
			Desc = "This class manages a TNT entity.",
			Functions =
			{
				Explode =
				{
					Notes = "Explode the tnt.",
				},
				GetFuseTicks =
				{
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the fuse ticks - the number of game ticks until the tnt explodes.",
				},
				SetFuseTicks =
				{
					Params =
					{
						{
							Name = "TicksUntilExplosion",
							Type = "number",
						},
					},
					Notes = "Set the fuse ticks until the tnt will explode.",
				},
			},
			Inherits = "cEntity",
		},
		cUrlParser =
		{
			Desc = [[
			Provides a parser for generic URLs that returns the individual components of the URL.</p>
			<p>
			Note that all functions are static. Call them by using "cUrlParser:Parse(...)" etc.
			]],
			Functions =
			{
				GetDefaultPort =
				{
					IsStatic = true,
					Params =
					{
						{
							Name = "Scheme",
							Type = "string",
						},
					},
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the default port that should be used for the given scheme (protocol). Returns zero if the scheme is not known.",
				},
				IsKnownScheme =
				{
					IsStatic = true,
					Params =
					{
						{
							Name = "Scheme",
							Type = "string",
						},
					},
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns true if the scheme (protocol) is recognized by the parser.",
				},
				Parse =
				{
					IsStatic = true,
					Params =
					{
						{
							Name = "URL",
							Type = "string",
						},
					},
					Returns =
					{
						{
							Name = "Scheme",
							Type = "string",
						},
						{
							Name = "Username",
							Type = "string",
						},
						{
							Name = "Password",
							Type = "string",
						},
						{
							Name = "Host",
							Type = "string",
						},
						{
							Name = "Port",
							Type = "string",
						},
						{
							Name = "Path",
							Type = "string",
						},
						{
							Name = "Query",
							Type = "string",
						},
						{
							Name = "Fragment",
							Type = "string",
						},
					},
					Notes = "Returns the individual parts of the URL. Parts that are not explicitly specified in the URL are empty, the default port for the scheme is used. If parsing fails, the function returns nil and an error message.",
				},
				ParseAuthorityPart =
				{
					IsStatic = true,
					Params =
					{
						{
							Name = "AuthPart",
							Type = "string",
						},
					},
					Returns =
					{
						{
							Name = "Username",
							Type = "string",
						},
						{
							Name = "Password",
							Type = "string",
						},
						{
							Name = "Host",
							Type = "string",
						},
						{
							Name = "Port",
							Type = "string",
						},
					},
					Notes = "Parses the Authority part of the URL. Parts that are not explicitly specified in the AuthPart are returned empty, the port is returned zero. If parsing fails, the function returns nil and an error message.",
				},
				UrlDecode =
				{
					IsStatic = true,
					Params =
					{
						{
							Name = "Text",
							Type = "string",
						},
					},
					Returns =
					{
						{
							Name = "Decoded",
							Type = "string",
						},
					},
					Notes = "Returns the Text, URL-decoded. Returns nil if there is a problem while decoding (invalid input).",
				},
				UrlEncode =
				{
					IsStatic = true,
					Params =
					{
						{
							Name = "Text",
							Type = "string",
						},
					},
					Returns =
					{
						{
							Name = "Encoded",
							Type = "string",
						},
					},
					Notes = "Returns the Text, URL-encoded.",
				},
			},
			AdditionalInfo =
			{
				{
					Header = "Code example",
					Contents = [[
						The following code fragment uses the cUrlParser to parse an URL string into its components, and
						prints those components out:
<pre class="prettyprint lang-lua">
local Scheme, Username, Password, Host, Port, Path, Query, Fragment = cUrlParser:Parse(
	"http://anonymous:user@example.com@ftp.cuberite.org:9921/releases/2015/?sort=date#files"
)
if not(Scheme) then
	-- Parsing failed, the second returned value (in Username) is the error message:
	LOG("  Error: " .. (Username or "<nil>"))
else
	LOG("  Scheme   = " .. Scheme)    -- "http"
	LOG("  Username = " .. Username)  -- "anonymous"
	LOG("  Password = " .. Password)  -- "user@example.com"
	LOG("  Host     = " .. Host)      -- "ftp.cuberite.org"
	LOG("  Port     = " .. Port)      -- 9921
	LOG("  Path     = " .. Path)      -- "releases/2015/"
	LOG("  Query    = " .. Query)     -- "sort=date"
	LOG("  Fragment = " .. Fragment)  -- "files"
end
</pre>
					]],
				},
			},
		},
		cUUID =
		{
			Desc = [[
				Class representing a Universally Unique Identifier.
				Note that all Cuberite's API functions that take a cUUID parameter will also
				accept a string in its place, as long as that string can be converted to a cUUID
				(using the {{#FromString_1|cUUID:FromString}} function).
			]],
			Functions =
			{
				constructor =
				{
					Returns =
					{
						{
							Type = "cUUID",
						},
					},
					Notes = "Constructs a nil-valued UUID (all zeros)",
				},
				Compare =
				{
					Params =
					{
						{
							Name = "Other",
							Type = "cUUID",
						},
					},
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = [[
						Compares this UUID with the specified Other UUID, Returns:
							0 when equal to Other,
							< 0 when less than Other,
							> 0 when greater than Other
					]],
				},
				IsNil =
				{
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns true if this contains the \"nil\" UUID with all bits set to 0",
				},
				FromString =
				{
					Params =
					{
						{
							Name = "StringUUID",
							Type = "string",
						},
					},
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Tries to interpret the string as a short or long form UUID and assign from it.	On error, returns false and does not set the value.",
				},
				ToShortString =
				{
					Returns =
					{
						{
							Type = "string",
						},
					},
					Notes = "Converts the UUID to a short form string (i.e without dashes).",
				},
				ToLongString =
				{
					Returns =
					{
						{
							Type = "string",
						},
					},
					Notes = "Converts the UUID to a long form string (i.e with dashes).",
				},
				Version =
				{
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the version number of the UUID.",
				},
				Variant =
				{
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the variant number of the UUID",
				},
				GenerateVersion3 =
				{
					IsStatic = true,
					Params =
					{
						{
							Name = "Name",
							Type = "string",
						},
					},
					Returns =
					{
						{
							Type = "cUUID",
						},
					},
					Notes = "Generates a version 3, variant 1 UUID based on the md5 hash of Name."
				},
			},
		},
		cWebPlugin =
		{
			Desc = "",
			Functions =
			{

			},
		},
		cWindow =
		{
			Desc = [[
				This class is the common ancestor for all window classes used by Cuberite. It is inherited by the
				{{cLuaWindow|cLuaWindow}} class that plugins use for opening custom windows. It is planned to be
				used for window-related hooks in the future. It implements the basic functionality of any
				window.</p>
				<p>
				Note that one cWindow object can be used for multiple players at the same time, and therefore the
				slot contents are player-specific (e. g. crafting grid, or player inventory). Thus the GetSlot() and
				SetSlot() functions need to have the {{cPlayer|cPlayer}} parameter that specifies the player for
				whom the contents are to be queried.</p>
				<p>
				Windows also have numeric properties, these are used to set the progressbars for furnaces or the XP
				costs for enchantment tables.
			]],
			Functions =
			{
				GetSlot =
				{
					Params =
					{
						{
							Name = "Player",
							Type = "cPlayer",
						},
						{
							Name = "SlotNumber",
							Type = "number",
						},
					},
					Returns =
					{
						{
							Type = "cItem",
						},
					},
					Notes = "Returns the item at the specified slot for the specified player. Returns nil and logs to server console on error.",
				},
				GetWindowID =
				{
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the ID of the window, as used by the network protocol",
				},
				GetWindowTitle =
				{
					Returns =
					{
						{
							Type = "string",
						},
					},
					Notes = "Returns the window title that will be displayed to the player",
				},
				GetWindowType =
				{
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the type of the window, one of the constants in the table above",
				},
				GetWindowTypeName =
				{
					Returns =
					{
						{
							Type = "string",
						},
					},
					Notes = "Returns the textual representation of the window's type, such as \"minecraft:chest\".",
				},
				IsSlotInPlayerHotbar =
				{
					Params =
					{
						{
							Name = "SlotNum",
							Type = "number",
						},
					},
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns true if the specified slot number is in the player hotbar",
				},
				IsSlotInPlayerInventory =
				{
					Params =
					{
						{
							Name = "SlotNum",
							Type = "number",
						},
					},
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns true if the specified slot number is in the player's main inventory or in the hotbar. Note that this returns false for armor slots!",
				},
				IsSlotInPlayerMainInventory =
				{
					Params =
					{
						{
							Name = "SlotNum",
							Type = "number",
						},
					},
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns true if the specified slot number is in the player's main inventory",
				},
				SetProperty =
				{
					Params =
					{
						{
							Name = "PropertyID",
							Type = "number",
						},
						{
							Name = "PropertyValue",
							Type = "number",
						},
						{
							Name = "Player",
							Type = "cPlayer",
							IsOptional = true,
						},
					},
					Notes = "Updates a numerical property associated with the window. Typically used for furnace progressbars. Sends the UpdateWindowProperty packet to the specified Player, or to all current clients of the window if Player is not specified.",
				},
				SetSlot =
				{
					Params =
					{
						{
							Name = "Player",
							Type = "cPlayer",
						},
						{
							Name = "SlotNum",
							Type = "number",
						},
						{
							Name = "cItem",
							Type = "cItem",
						},
					},
					Notes = "Sets the contents of the specified slot for the specified player. Ignored if the slot number is invalid",
				},
				SetWindowTitle =
				{
					Params =
					{
						{
							Name = "WindowTitle",
							Type = "string",
						},
					},
					Notes = "Sets the window title that will be displayed to the player",
				},
			},
			Constants =
			{
				wtAnimalChest =
				{
					Notes = "A horse or donkey window",
				},
				wtAnvil =
				{
					Notes = "An anvil window",
				},
				wtBeacon =
				{
					Notes = "A beacon window",
				},
				wtBrewery =
				{
					Notes = "A brewing stand window",
				},
				wtChest =
				{
					Notes = "A {{cChestEntity|chest}} or doublechest window",
				},
				wtDropSpenser =
				{
					Notes = "A {{cDropperEntity|dropper}} or a {{cDispenserEntity|dispenser}} window",
				},
				wtEnchantment =
				{
					Notes = "An enchantment table window",
				},
				wtFurnace =
				{
					Notes = "A {{cFurnaceEntity|furnace}} window",
				},
				wtHopper =
				{
					Notes = "A {{cHopperEntity|hopper}} window",
				},
				wtInventory =
				{
					Notes = "An inventory window",
				},
				wtNPCTrade =
				{
					Notes = "A villager trade window",
				},
				wtWorkbench =
				{
					Notes = "A workbench (crafting table) window",
				},
			},  -- Constants

			ConstantGroups =
			{
				WindowType =
				{
					Include = { "wt.*" },
				}
			},  -- ConstantGroups
		},  -- cWindow

		EffectID =
		{
			Desc = [[
				An enumeration of sound and particle effects which can be used with
				{{cWorld#BroadcastSoundParticleEffect|BroadcastSoundParticleEffect}}.
			]],
			Constants =
			{
				SFX_RANDOM_DISPENSER_DISPENSE =
				{
					Notes = "Sound of droper/dispenser releasing an item",
				},
				SFX_RANDOM_DISPENSER_DISPENSE_FAIL =
				{
					Notes = "Sound of a droper/dispenser activated without items",
				},
				SFX_RANDOM_DISPENSER_SHOOT =
				{
					Notes = "Sound of a dispenser shooting",
				},
				SFX_RANDOM_ENDER_EYE_LAUNCH =
				{
					Notes = "Sound of an ender eye launch"
				},
				SFX_RANDOM_FIREWORK_SHOT =
				{
					Notes = "Sound of a firework shot",
				},
				SFX_RANDOM_IRON_DOOR_OPEN =
				{
					Notes = "Sound of an iron door opening",
				},
				SFX_RANDOM_WOODEN_DOOR_OPEN =
				{
					Notes = "Sound of a wooden door opening"
				},
				SFX_RANDOM_WOODEN_TRAPDOOR_OPEN =
				{
					Notes = "Sound of a wooden trapdoor opening"
				},
				SFX_RANDOM_FENCE_GATE_OPEN =
				{
					Notes = "Sound of a fence gate opening",
				},
				SFX_RANDOM_FIRE_EXTINGUISH =
				{
					Notes = "Sound of a fire extinguishing",
				},
				SFX_RANDOM_PLAY_MUSIC_DISC =
				{
					Notes = "Starts playing a music disc. Needs an accompanting music disc ID",
				},
				SFX_RANDOM_IRON_DOOR_CLOSE =
				{
					Notes = "Sound of an iron door closing",
				},
				SFX_RANDOM_WOODEN_DOOR_CLOSE =
				{
					Notes = "Sound of a wooden door closing",
				},
				SFX_RANDOM_WOODEN_TRAPDOOR_CLOSE =
				{
					Notes = "Sound of a trapdoor closing",
				},
				SFX_RANDOM_FENCE_GATE_CLOSE =
				{
					Notes = "Sound of a fence gate closing",
				},
				SFX_MOB_GHAST_WARN =
				{
					Notes = "Sound of a ghast warning cry",
				},
				SFX_MOB_GHAST_SHOOT =
				{
					Notes = "Sound of a ghast shooting",
				},
				SFX_MOB_ENDERDRAGON_SHOOT =
				{
					Notes = "Sound of the enderdragon shooting",
				},
				SFX_MOB_BLAZE_SHOOT =
				{
					Notes = "Sound of a blaze shooting",
				},
				SFX_MOB_ZOMBIE_WOOD =
				{
					Notes = "Sound of a zombie attacking a wooden door",
				},
				SFX_MOB_ZOMBIE_METAL =
				{
					Notes = "Sound of a zombie attacking a metal door",
				},
				SFX_MOB_ZOMBIE_WOOD_BREAK =
				{
					Notes = "Sound of a zombie breaking a wooden door",
				},
				SFX_MOB_WITHER_BREAK_BLOCK =
				{
					Notes = "Sound of a wither breaking blocks",
				},
				SFX_MOB_WITHER_SPAWN =
				{
					Notes = "Sound of a wither spawning",
				},
				SFX_MOB_WITHER_SHOOT =
				{
					Notes = "Sound of a wither shooting",
				},
				SFX_MOB_BAT_TAKEOFF =
				{
					Notes = "Sound of a bat taking off",
				},
				SFX_MOB_ZOMBIE_INFECT =
				{
					Notes = "Sound of a zombie infecting a villager",
				},
				SFX_MOB_ZOMBIE_UNFECT =
				{
					Notes = "Sound of a zombie villager converting to villager",
				},
				SFX_MOB_ENDERDRAGON_DEATH =
				{
					Notes = "Sound of the dragon releasing dragon breath",
				},
				SFX_RANDOM_ANVIL_BREAK =
				{
					Notes = "Sound of an anvil breaking",
				},
				SFX_RANDOM_ANVIL_USE =
				{
					Notes = "Sound of using an anvil",
				},
				SFX_RANDOM_ANVIL_LAND =
				{
					Notes = "Sound of a falling anvil landing",
				},
				SFX_RANDOM_PORTAL_TRAVEL =
				{
					Notes = "Sound of travelling through a portal",
				},
				SFX_RANDOM_CHORUS_FLOWER_GROW =
				{
					Notes = "Sound of a growing chorus flower",
				},
				SFX_RANDOM_CHORUS_FLOWER_DEATH =
				{
					Notes = "Sound of a dieing chorus flower",
				},
				SFX_RANDOM_BREWING_STAND_BREW =
				{
					Notes = "Sound of an active brewing stand",
				},
				SFX_RANDOM_IRON_TRAPDOOR_OPEN =
				{
					Notes = "Sound of an iron trapdoor opening",
				},
				SFX_RANDOM_IRON_TRAPDOOR_CLOSE =
				{
					Notes = "Sound of an iron trapdoor closing",
				},
				PARTICLE_SMOKE =
				{
					Notes = "Spawns 10 smoke particles, e.g. from a fire.  Needs a {{SmokeDirection|SmokeDirection}}",
				},
				PARTICLE_BLOCK_BREAK =
				{
					Notes = "Block break particle and sound.  Needs a BlockID",
				},
				PARTICLE_SPLASH_POTION =
				{
					Notes = "Splash potion particles and glass break sound.  Needs a PotionID",
				},
				PARTICLE_EYE_OF_ENDER =
				{
					Notes = "Eye of ender entity break particles and sound",
				},
				PARTICLE_MOBSPAWN =
				{
					Notes = "Mob spawn particle effect: smoke and flames",
				},
				PARTICLE_HAPPY_VILLAGER =
				{
					Notes = "Happy villager/bonemeal particles.  Number of particles may be given or 0 for default of 15",
				},
				PARTICLE_DRAGON_BREATH =
				{
					Notes = "Dragon breath particle effect",
				},
				PARTICLE_END_GATEWAY_SPAWN =
				{
					Notes = "End gateway spawn particle effect",
				},
				PARTICLE_ENDERDRAGON_GROWL =
				{
					Notes = "Ender dragon growl particle effect",
				},
			},
		},
		SmokeDirection =
		{
			Desc = [[
				An enumeration of the direction spawned smoke will drift in as it floats up.
			]],
			Constants =
			{
				SOUTH_EAST =
				{
					Notes = "Smoke drifts south-east",
				},
				SOUTH =
				{
					Notes = "Smoke drifts south",
				},
				SOUTH_WEST =
				{
					Notes = "Smoke drifts south-west",
				},
				EAST =
				{
					Notes = "Smoke drifts east",
				},
				CENTRE =
				{
					Notes = "Smoke does not drift",
				},
				WEST =
				{
					Notes = "Smoke drifts west",
				},
				NORTH_EAST =
				{
					Notes = "Smoke drifts north-east",
				},
				NORTH =
				{
					Notes = "Smoke drifts north",
				},
				NORTH_WEST =
				{
					Notes = "Smoke drifts west",
				},
			}
		},
		Globals =
		{
			Desc = [[
				These functions are available directly, without a class instance. Any plugin can call them at any
				time.
			]],
			Functions =
			{
				AddFaceDirection =
				{
					Params =
					{
						{
							Name = "BlockX",
							Type = "number",
						},
						{
							Name = "BlockY",
							Type = "number",
						},
						{
							Name = "BlockZ",
							Type = "number",
						},
						{
							Name = "BlockFace",
							Type = "eBlockFace",
						},
						{
							Name = "IsInverse",
							Type = "boolean",
							IsOptional = true,
						},
					},
					Returns =
					{
						{
							Name = "BlockX",
							Type = "number",
						},
						{
							Name = "BlockY",
							Type = "number",
						},
						{
							Name = "BlockZ",
							Type = "number",
						},
					},
					Notes = "Returns the coords of a block adjacent to the specified block through the specified {{Globals#BlockFaces|face}}",
				},
				Base64Decode =
				{
					Params =
					{
						{
							Name = "Input",
							Type = "string",
						},
					},
					Returns =
					{
						{ Type = "string" },
					},
					Notes = "Decodes a Base64-encoded string into the raw data.",
				},
				Base64Encode =
				{
					Params =
					{
						{
							Name = "Input",
							Type = "string",
						},
					},
					Returns =
					{
						{ Type = "string" },
					},
					Notes = "Encodes a string into Base64.",
				},
				BiomeToString =
				{
					Params =
					{
						{
							Name = "Biome",
							Type = "EMCSBiome",
						},
					},
					Returns =
					{
						{ Type = "string" },
					},
					Notes = "Translates biome enum into biome string. Returns empty string on failure (unknown biome).",
				},
				BlockFaceToString =
				{
					Params =
					{
						{
							Name = "eBlockFace",
							Type = "eBlockFace",
						},
					},
					Returns =
					{
						{
							Type = "string",
						},
					},
					Notes = "Returns the string representation of the {{Globals#BlockFaces|eBlockFace}} constant. Uses the axis-direction-based names, such as BLOCK_FACE_XP.",
				},
				BlockStringToType =
				{
					Params =
					{
						{
							Name = "BlockTypeString",
							Type = "string",
						},
					},
					Returns =
					{
						{
							Name = "BLOCKTYPE",
							Type = "number",
						},
					},
					Notes = "Returns the block type parsed from the given string",
				},
				Clamp =
				{
					Params =
					{
						{
							Name = "Number",
							Type = "number",
						},
						{
							Name = "Min",
							Type = "number",
						},
						{
							Name = "Max",
							Type = "number",
						},
					},
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Clamp the number to the specified range.",
				},
				ClickActionToString =
				{
					Params =
					{
						{
							Name = "ClickAction",
							Type = "eClickAction",
						},
					},
					Returns =
					{
						{
							Type = "string",
						},
					},
					Notes = "Returns a string description of the ClickAction enumerated value",
				},
				DamageTypeToString =
				{
					Params =
					{
						{
							Name = "DamageType",
							Type = "eDamageType",
						},
					},
					Returns =
					{
						{
							Type = "string",
						},
					},
					Notes = "Converts the {{Globals#eDamageType|DamageType}} to a string representation ",
				},
				DimensionToString =
				{
					Params =
					{
						{
							Name = "Dimension",
							Type = "eDimension",
						},
					},
					Returns =
					{
						{
							Type = "string",
						},
					},
					Notes = "Converts an {{Globals#eDimension|eDimension}} to a string value. Returns Overworld on failure.",
				},
				EscapeString =
				{
					Params =
					{
						{
							Name = "Input",
							Type = "string",
						},
					},
					Returns =
					{
						{
							Type = "string",
						},
					},
					Notes = "Returns a copy of the string with all quotes and backslashes escaped by a backslash",
				},
				GetIniItemSet =
				{
					Params =
					{
						{
							Name = "IniFile",
							Type = "cIniFile",
						},
						{
							Name = "SectionName",
							Type = "string",
						},
						{
							Name = "KeyName",
							Type = "string",
						},
						{
							Name = "DefaultValue",
							Type = "string",
						},
					},
					Returns =
					{
						{
							Type = "cItem",
						},
					},
					Notes = "Returns the item that has been read from the specified INI file value. If the value is not present in the INI file, the DefaultValue is stored in the file and parsed as the result. Returns empty item if the value cannot be parsed. ",
				},
				GetSnowStartHeight =
				{
					Params =
					{
						{
							Name = "Biome",
							Type = "EMCSBiome",
						},
					},
					Returns =
					{
						{ Type = "number" },
					},
					Notes = "Returns the height at which snow will start falling in the {{Globals#EMCSBiome|Biome}}. Check functions IsBiomeCold and IsBiomeVeryCold for more informations.",
				},
				GetTime =
				{
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the current OS time, as a unix time stamp (number of seconds since Jan 1, 1970)",
				},
				IsBiomeCold =
				{
					Params =
					{
						{
							Name = "Biome",
							Type = "EMCSBiome",
						},
					},
					Returns =
					{
						{ Type = "boolean" },
					},
					Notes = "Returns true if the biome is cold (has snow and snowfall at higher elevations but not at regular heights). Doesn't report Very Cold biomes, use IsBiomeVeryCold() for those.",
				},
				IsBiomeNoDownfall =
				{
					Params =
					{
						{
							Name = "Biome",
							Type = "EMCSBiome",
						},
					},
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns true if the biome is 'dry', that is, there is no precipitation during rains and storms.",
				},
				IsBiomeOcean =
				{
					Params =
					{
						{
							Name = "Biome",
							Type = "EMCSBiome",
						},
					},
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns true if the biome is an ocean biome.",
				},
				IsBiomeVeryCold =
				{
					Params =
					{
						{
							Name = "Biome",
							Type = "EMCSBiome",
						},
					},
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns true if the biome is very cold (has snow on ground everywhere, turns top water to ice, has snowfall instead of rain everywhere). Doesn't report mildly cold biomes (where it snows above certain elevation), use IsBiomeCold() for those.",
				},
				IsValidBlock =
				{
					Params =
					{
						{
							Name = "BlockType",
							Type = "number",
						},
					},
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns true if BlockType is a known block type",
				},
				IsValidItem =
				{
					Params =
					{
						{
							Name = "ItemType",
							Type = "number",
						},
					},
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns true if ItemType is a known item type",
				},
				ItemToFullString =
				{
					Params =
					{
						{
							Name = "cItem",
							Type = "cItem",
						},
					},
					Returns =
					{
						{
							Type = "string",
						},
					},
					Notes = "Returns the string representation of the item, in the format 'ItemTypeText:ItemDamage * Count'",
				},
				ItemToString =
				{
					Params =
					{
						{
							Name = "cItem",
							Type = "cItem",
						},
					},
					Returns =
					{
						{
							Type = "string",
						},
					},
					Notes = "Returns the string representation of the item type",
				},
				ItemTypeToString =
				{
					Params =
					{
						{
							Name = "ItemType",
							Type = "number",
						},
					},
					Returns =
					{
						{
							Type = "string",
						},
					},
					Notes = "Returns the string representation of ItemType ",
				},
				LOG =
				{
					{
						Params =
						{
							{
								Name = "Message",
								Type = "string",
							},
						},
						Notes = "Logs a text into the server console and logfile using 'normal' severity (gray text)",
					},
					{
						Params =
						{
							{
								Name = "Message",
								Type = "cCompositeChat",
							},
						},
						Notes = "Logs the {{cCompositeChat}}'s human-readable text into the server console. The severity is converted from the CompositeChat's MessageType.",
					},
				},
				LOGERROR =
				{
					{
						Params =
						{
							{
								Name = "Message",
								Type = "string",
							},
						},
						Notes = "Logs a text into the server console and logfile using 'error' severity (black text on red background)",
					},
					{
						Params =
						{
							{
								Name = "Message",
								Type = "cCompositeChat",
							},
						},
						Notes = "Logs the {{cCompositeChat}}'s human-readable text into the server console and logfile using 'error' severity (black text on red background)",
					},
				},
				LOGINFO =
				{
					{
						Params =
						{
							{
								Name = "Message",
								Type = "string",
							},
						},
						Notes = "Logs a text into the server console and logfile using 'info' severity (yellow text)",
					},
					{
						Params =
						{
							{
								Name = "Message",
								Type = "cCompositeChat",
							},
						},
						Notes = "Logs the {{cCompositeChat}}'s human-readable text into the server console and logfile using 'info' severity (yellow text)",
					},
				},
				LOGWARN =
				{
					{
						Params =
						{
							{
								Name = "Message",
								Type = "string",
							},
						},
						Notes = "Logs a text into the server console and logfile using 'warning' severity (red text); OBSOLETE, use LOGWARNING() instead",
					},
					{
						Params =
						{
							{
								Name = "Message",
								Type = "cCompositeChat",
							},
						},
						Notes = "Logs the {{cCompositeChat}}'s human-readable text into the server console and logfile using 'warning' severity (red text); OBSOLETE, use LOGWARNING() instead",
					},
				},
				LOGWARNING =
				{
					{
						Params =
						{
							{
								Name = "Message",
								Type = "string",
							},
						},
						Notes = "Logs a text into the server console and logfile using 'warning' severity (red text)",
					},
					{
						Params =
						{
							{
								Name = "Message",
								Type = "cCompositeChat",
							},
						},
						Notes = "Logs the {{cCompositeChat}}'s human-readable text into the server console and logfile using 'warning' severity (red text)",
					},
				},
				md5 =
				{
					Params =
					{
						{
							Name = "Data",
							Type = "string",
						},
					},
					Returns =
					{
						{
							Type = "string",
						},
					},
					Notes = "<b>OBSOLETE</b>, use the {{cCryptoHash}} functions instead.<br>Converts a string to a raw binary md5 hash.",
				},
				MirrorBlockFaceY =
				{
					Params =
					{
						{
							Name = "eBlockFace",
							Type = "eBlockFace",
						},
					},
					Returns =
					{
						{
							Type = "eBlockFace",
						},
					},
					Notes = "Returns the {{Globals#BlockFaces|eBlockFace}} that corresponds to the given {{Globals#BlockFaces|eBlockFace}} after mirroring it around the Y axis (or rotating 180 degrees around it).",
				},
				NoCaseCompare =
				{
					Params =
					{
						{
							Name = "Value1",
							Type = "string",
						},
						{
							Name = "Value2",
							Type = "string",
						},
					},
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Case-insensitive string comparison; returns 0 if the strings are the same, -1 if Value1 is smaller and 1 if Value2 is smaller",
				},
				NormalizeAngleDegrees =
				{
					Params =
					{
						{
							Name = "AngleDegrees",
							Type = "number",
						},
					},
					Returns =
					{
						{
							Name = "AngleDegrees",
							Type = "number",
						},
					},
					Notes = "Returns the angle, wrapped into the [-180, +180) range.",
				},
				ReplaceString =
				{
					Params =
					{
						{
							Name = "full-string",
							Type = "string",
						},
						{
							Name = "to-be-replaced-string",
							Type = "string",
						},
						{
							Name = "to-replace-string",
							Type = "string",
						},
					},
					Returns =
					{
						{
							Type = "string",
						},
					},
					Notes = "Replaces *each* occurence of to-be-replaced-string in full-string with to-replace-string",
				},
				ReverseBlockFace =
				{
					Params =
					{
						{
							Name = "BlockFace",
							Type = "eBlockFace",
						},
					},
					Returns =
					{
						{
							Type = "eBlockFace",
						},
					},
					Notes = "Returns the reversed {{Globals#eBlockFace|eBlockFace}}.",
				},
				RotateBlockFaceCCW =
				{
					Params =
					{
						{
							Name = "eBlockFace",
							Type = "eBlockFace",
						},
					},
					Returns =
					{
						{
							Type = "eBlockFace",
						},
					},
					Notes = "Returns the {{Globals#BlockFaces|eBlockFace}} that corresponds to the given {{Globals#BlockFaces|eBlockFace}} after rotating it around the Y axis 90 degrees counter-clockwise.",
				},
				RotateBlockFaceCW =
				{
					Params =
					{
						{
							Name = "eBlockFace",
							Type = "eBlockFace",
						},
					},
					Returns =
					{
						{
							Type = "eBlockFace",
						},
					},
					Notes = "Returns the {{Globals#BlockFaces|eBlockFace}} that corresponds to the given {{Globals#BlockFaces|eBlockFace}} after rotating it around the Y axis 90 degrees clockwise.",
				},
				StringSplit =
				{
					Params =
					{
						{
							Name = "Input",
							Type = "string",
						},
						{
							Name = "SeperatorsString",
							Type = "string",
						},
					},
					Returns =
					{
						{
							Type = "table",
						},
					},
					Notes = "Seperates string into multiple by splitting every time any of the characters in SeperatorsString is encountered. Returns and array-table of strings.",
				},
				StringSplitAndTrim =
				{
					Params =
					{
						{
							Name = "Input",
							Type = "string",
						},
						{
							Name = "SeperatorsString",
							Type = "string",
						},
					},
					Returns =
					{
						{
							Type = "table",
						},
					},
					Notes = "Seperates string into multiple by splitting every time any of the characters in SeperatorsString is encountered. Each of the separate strings is trimmed (whitespace removed from the beginning and end of the string). Returns an array-table of strings.",
				},
				StringSplitWithQuotes =
				{
					Params =
					{
						{
							Name = "Input",
							Type = "string",
						},
						{
							Name = "SeperatorsString",
							Type = "string",
						},
					},
					Returns =
					{
						{
							Type = "table",
						},
					},
					Notes = "Seperates string into multiple by splitting every time any of the characters in SeperatorsString is encountered. Whitespace wrapped with single or double quotes will be ignored. Returns an array-table of strings.",
				},
				StringToBiome =
				{
					Params =
					{
						{
							Name = "Input",
							Type = "string",
						},
					},
					Returns =
					{
						{
							Name = "BiomeType",
							Type = "EMCSBiome",
						},
					},
					Notes = "Converts a string representation to a {{Globals#BiomeTypes|BiomeType}} enumerated value. Returns biInvalidBiome if the input is not a recognized biome.",
				},
				StringToDamageType =
				{
					Params =
					{
						{
							Name = "Input",
							Type = "string",
						},
					},
					Returns =
					{
						{
							Name = "DamageType",
							Type = "eDamageType",
						},
					},
					Notes = "Converts a string representation to a {{Globals#DamageType|DamageType}} enumerated value. Returns -1 if the inupt is not a recognized damage type.",
				},
				StringToDimension =
				{
					Params =
					{
						{
							Name = "Input",
							Type = "string",
						},
					},
					Returns =
					{
						{
							Name = "Dimension",
							Type = "eDimension",
						},
					},
					Notes = "Converts a string representation to a {{Globals#eDimension|eDimension}} enumerated value. Returns dimNotSet if the input is not a recognized dimension.",
				},
				StringToItem =
				{
					Params =
					{
						{
							Name = "StringToParse",
							Type = "string",
						},
						{
							Name = "DestItem",
							Type = "cItem",
						},
					},
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Parses the item specification in the given string and sets it into DestItem; returns true if successful",
				},
				StringToMobType =
				{
					Params =
					{
						{
							Name = "MobTypeString",
							Type = "string",
						},
					},
					Returns =
					{
						{
							Name = "MobType",
							Type = "eMonsterType",
						},
					},
					Notes = "(<b>DEPRECATED!</b>) Please use cMonster:StringToMobType(). Converts a string representation to an {{Globals#eMonsterType|eMonsterType}} enumerated value",
				},
				StripColorCodes =
				{
					Params =
					{
						{
							Name = "Input",
							Type = "string",
						},
					},
					Returns =
					{
						{
							Type = "string",
						},
					},
					Notes = "Removes all control codes used by MC for colors and styles",
				},
				TrimString =
				{
					Params =
					{
						{
							Name = "Input",
							Type = "string",
						},
					},
					Returns =
					{
						{
							Type = "string",
						},
					},
					Notes = "Removes whitespace at both ends of the string",
				},
			},
			Constants =
			{
				caLeftClick =
				{
					Notes = "Left click on a slot",
				},
				caRightClick =
				{
					Notes = "Right click on a slot",
				},
				caShiftLeftClick =
				{
					Notes = "Shift + left click on a slot",
				},
				caShiftRightClick =
				{
					Notes = "Shift + right click on a slot",
				},
				caNumber1 =
				{
					Notes = "Number key 1",
				},
				caNumber2 =
				{
					Notes = "Number key 2",
				},
				caNumber3 =
				{
					Notes = "Number key 3",
				},
				caNumber4 =
				{
					Notes = "Number key 4",
				},
				caNumber5 =
				{
					Notes = "Number key 5",
				},
				caNumber6 =
				{
					Notes = "Number key 6",
				},
				caNumber7 =
				{
					Notes = "Number key 7",
				},
				caNumber8 =
				{
					Notes = "Number key 8",
				},
				caNumber9 =
				{
					Notes = "Number key 9",
				},
				caMiddleClick =
				{
					Notes = "Middle click, only valid for creative players",
				},
				caDropKey =
				{
					Notes = "Drop a single item",
				},
				caCtrlDropKey =
				{
					Notes = "Drop a full stack",
				},
				caLeftClickOutside =
				{
					Notes = "Left click outside of inventory",
				},
				caRightClickOutside =
				{
					Notes = "Right click outside of inventory",
				},
				caLeftClickOutsideHoldNothing =
				{
					Notes = "Left click outside inventory holding nothing",
				},
				caRightClickOutsideHoldNothing =
				{
					Notes = "Right click outside inventory holding nothing",
				},
				caLeftPaintBegin =
				{
					Notes = "Begining of left click paint drag action",
				},
				caRightPaintBegin =
				{
					Notes = "Begining of right click paint drag action",
				},
				caMiddlePaintBegin =
				{
					Notes = "Begining of middle click paint drag action, only valid for creative players",
				},
				caLeftPaintProgress =
				{
					Notes = "Add slot for left click paint drag action",
				},
				caRightPaintProgress =
				{
					Notes = "Add slot for right click paint drag action",
				},
				caMiddlePaintProgress =
				{
					Notes = "Add slot for middle click paint drag action, only valid for creative players",
				},
				caLeftPaintEnd =
				{
					Notes = "End of left click paint drag action",
				},
				caRightPaintEnd =
				{
					Notes = "End of right click paint drag action",
				},
				caMiddlePaintEnd =
				{
					Notes = "End of middle click paint drag action, only valid for creative players",
				},
				caDblClick =
				{
					Notes = "Double click action",
				},
				caUnknown =
				{
					Notes = "Unknown click action"
				},
				E_BLOCK_ACACIA_DOOR =
				{
					Notes = "The blocktype for acacia door"
				},
				E_BLOCK_ACACIA_FENCE =
				{
					Notes = "The blocktype for acacia fence"
				},
				E_BLOCK_ACACIA_FENCE_GATE =
				{
					Notes = "The blocktype for acacia fence gate"
				},
				E_BLOCK_ACACIA_WOOD_STAIRS =
				{
					Notes = "The blocktype for acacia wood stairs"
				},
				E_BLOCK_ACTIVATOR_RAIL =
				{
					Notes = "The blocktype for activator rail"
				},
				E_BLOCK_ACTIVE_COMPARATOR =
				{
					Notes = "The blocktype for active comparator"
				},
				E_BLOCK_AIR =
				{
					Notes = "The blocktype for air"
				},
				E_BLOCK_ANVIL =
				{
					Notes = "The blocktype for anvil"
				},
				E_BLOCK_ANVIL_HIGH_DAMAGE =
				{
					Notes = "The blocktype for anvil high damage"
				},
				E_BLOCK_ANVIL_LOW_DAMAGE =
				{
					Notes = "The blocktype for anvil low damage"
				},
				E_BLOCK_ANVIL_NO_DAMAGE =
				{
					Notes = "The blocktype for anvil no damage"
				},
				E_BLOCK_ANVIL_X =
				{
					Notes = "The blocktype for anvil x"
				},
				E_BLOCK_ANVIL_Z =
				{
					Notes = "The blocktype for anvil z"
				},
				E_BLOCK_BARRIER =
				{
					Notes = "The blocktype for barrier"
				},
				E_BLOCK_BEACON =
				{
					Notes = "The blocktype for beacon"
				},
				E_BLOCK_BED =
				{
					Notes = "The blocktype for bed"
				},
				E_BLOCK_BEDROCK =
				{
					Notes = "The blocktype for bedrock"
				},
				E_BLOCK_BED_BED_HEAD =
				{
					Notes = "The blocktype for bed bed head"
				},
				E_BLOCK_BED_OCCUPIED =
				{
					Notes = "The blocktype for bed occupied"
				},
				E_BLOCK_BED_XM =
				{
					Notes = "The blocktype for bed xm"
				},
				E_BLOCK_BED_XP =
				{
					Notes = "The blocktype for bed xp"
				},
				E_BLOCK_BED_ZM =
				{
					Notes = "The blocktype for bed zm"
				},
				E_BLOCK_BED_ZP =
				{
					Notes = "The blocktype for bed zp"
				},
				E_BLOCK_BEETROOTS =
				{
					Notes = "The blocktype for beetroots"
				},
				E_BLOCK_BIG_FLOWER =
				{
					Notes = "The blocktype for big flower"
				},
				E_BLOCK_BIRCH_DOOR =
				{
					Notes = "The blocktype for birch door"
				},
				E_BLOCK_BIRCH_FENCE =
				{
					Notes = "The blocktype for birch fence"
				},
				E_BLOCK_BIRCH_FENCE_GATE =
				{
					Notes = "The blocktype for birch fence gate"
				},
				E_BLOCK_BIRCH_WOOD_STAIRS =
				{
					Notes = "The blocktype for birch wood stairs"
				},
				E_BLOCK_BLACK_GLAZED_TERRACOTTA =
				{
					Notes = "The blocktype for black terracotta"
				},
				E_BLOCK_BLACK_SHULKER_BOX =
				{
					Notes = "The blocktype for black shulker box"
				},
				E_BLOCK_BLOCK_OF_COAL =
				{
					Notes = "The blocktype for block of coal"
				},
				E_BLOCK_BLOCK_OF_REDSTONE =
				{
					Notes = "The blocktype for block of redstone"
				},
				E_BLOCK_BLUE_GLAZED_TERRACOTTA =
				{
					Notes = "The blocktype for blue glazed terracotta"
				},
				E_BLOCK_BLUE_SHULKER_BOX =
				{
					Notes = "The blocktype for blue shulker box"
				},
				E_BLOCK_BONE_BLOCK =
				{
					Notes = "The blocktype for bone block"
				},
				E_BLOCK_BOOKCASE =
				{
					Notes = "The blocktype for bookcase"
				},
				E_BLOCK_BREWING_STAND =
				{
					Notes = "The blocktype for brewing stand"
				},
				E_BLOCK_BRICK =
				{
					Notes = "The blocktype for brick"
				},
				E_BLOCK_BRICK_STAIRS =
				{
					Notes = "The blocktype for brick stairs"
				},
				E_BLOCK_BROWN_GLAZED_TERRACOTTA =
				{
					Notes = "The blocktype for brown glazed terracotta"
				},
				E_BLOCK_BROWN_MUSHROOM =
				{
					Notes = "The blocktype for brown mushroom"
				},
				E_BLOCK_BROWN_SHULKER_BOX =
				{
					Notes = "The blocktype for brown shulker box"
				},
				E_BLOCK_BURNING_FURNACE =
				{
					Notes = "The blocktype for burning furnace"
				},
				E_BLOCK_BUTTON_PRESSED =
				{
					Notes = "The blocktype for button pressed"
				},
				E_BLOCK_BUTTON_XM =
				{
					Notes = "The blocktype for button xm"
				},
				E_BLOCK_BUTTON_XP =
				{
					Notes = "The blocktype for button xp"
				},
				E_BLOCK_BUTTON_YM =
				{
					Notes = "The blocktype for button ym"
				},
				E_BLOCK_BUTTON_YP =
				{
					Notes = "The blocktype for button yp"
				},
				E_BLOCK_BUTTON_ZM =
				{
					Notes = "The blocktype for button zm"
				},
				E_BLOCK_BUTTON_ZP =
				{
					Notes = "The blocktype for button zp"
				},
				E_BLOCK_CACTUS =
				{
					Notes = "The blocktype for cactus"
				},
				E_BLOCK_CAKE =
				{
					Notes = "The blocktype for cake"
				},
				E_BLOCK_CARPET =
				{
					Notes = "The blocktype for carpet"
				},
				E_BLOCK_CARROTS =
				{
					Notes = "The blocktype for carrots"
				},
				E_BLOCK_CAULDRON =
				{
					Notes = "The blocktype for cauldron"
				},
				E_BLOCK_CHAIN_COMMAND_BLOCK =
				{
					Notes = "The blocktype for chain command block"
				},
				E_BLOCK_CHEST =
				{
					Notes = "The blocktype for chest"
				},
				E_BLOCK_CHORUS_FLOWER =
				{
					Notes = "The blocktype for chorus flower"
				},
				E_BLOCK_CHORUS_PLANT =
				{
					Notes = "The blocktype for chorus plant"
				},
				E_BLOCK_CLAY =
				{
					Notes = "The blocktype for clay"
				},
				E_BLOCK_COAL_ORE =
				{
					Notes = "The blocktype for coal ore"
				},
				E_BLOCK_COBBLESTONE =
				{
					Notes = "The blocktype for cobblestone"
				},
				E_BLOCK_COBBLESTONE_STAIRS =
				{
					Notes = "The blocktype for cobblestone stairs"
				},
				E_BLOCK_COBBLESTONE_WALL =
				{
					Notes = "The blocktype for cobblestone wall"
				},
				E_BLOCK_COBWEB =
				{
					Notes = "The blocktype for cobweb"
				},
				E_BLOCK_COCOA_POD =
				{
					Notes = "The blocktype for cocoa pod"
				},
				E_BLOCK_COMMAND_BLOCK =
				{
					Notes = "The blocktype for command block"
				},
				E_BLOCK_CONCRETE =
				{
					Notes = "The blocktype for concrete"
				},
				E_BLOCK_CONCRETE_POWDER =
				{
					Notes = "The blocktype for concrete powder"
				},
				E_BLOCK_CRAFTING_TABLE =
				{
					Notes = "The blocktype for crafting table"
				},
				E_BLOCK_CROPS =
				{
					Notes = "The blocktype for crops"
				},
				E_BLOCK_CYAN_GLAZED_TERRACOTTA =
				{
					Notes = "The blocktype for cyan glazed terracotta"
				},
				E_BLOCK_CYAN_SHULKER_BOX =
				{
					Notes = "The blocktype for cyan shulker box"
				},
				E_BLOCK_DANDELION =
				{
					Notes = "The blocktype for dandelion"
				},
				E_BLOCK_DARK_OAK_DOOR =
				{
					Notes = "The blocktype for dark oak door"
				},
				E_BLOCK_DARK_OAK_FENCE =
				{
					Notes = "The blocktype for dark oak fence"
				},
				E_BLOCK_DARK_OAK_FENCE_GATE =
				{
					Notes = "The blocktype for dark oak fence gate"
				},
				E_BLOCK_DARK_OAK_WOOD_STAIRS =
				{
					Notes = "The blocktype for dark oak wood stairs"
				},
				E_BLOCK_DAYLIGHT_SENSOR =
				{
					Notes = "The blocktype for daylight sensor"
				},
				E_BLOCK_DEAD_BUSH =
				{
					Notes = "The blocktype for dead bush"
				},
				E_BLOCK_DETECTOR_RAIL =
				{
					Notes = "The blocktype for detector rail"
				},
				E_BLOCK_DIAMOND_BLOCK =
				{
					Notes = "The blocktype for diamond block"
				},
				E_BLOCK_DIAMOND_ORE =
				{
					Notes = "The blocktype for diamond ore"
				},
				E_BLOCK_DIRT =
				{
					Notes = "The blocktype for dirt"
				},
				E_BLOCK_DISPENSER =
				{
					Notes = "The blocktype for dispenser"
				},
				E_BLOCK_DOUBLE_RED_SANDSTONE_SLAB =
				{
					Notes = "The blocktype for double red sandstone slab"
				},
				E_BLOCK_DOUBLE_STONE_SLAB =
				{
					Notes = "The blocktype for double stone slab"
				},
				E_BLOCK_DOUBLE_WOODEN_SLAB =
				{
					Notes = "The blocktype for double wooden slab"
				},
				E_BLOCK_DRAGON_EGG =
				{
					Notes = "The blocktype for dragon egg"
				},
				E_BLOCK_DROPPER =
				{
					Notes = "The blocktype for dropper"
				},
				E_BLOCK_EMERALD_BLOCK =
				{
					Notes = "The blocktype for emerald block"
				},
				E_BLOCK_EMERALD_ORE =
				{
					Notes = "The blocktype for emerald ore"
				},
				E_BLOCK_ENCHANTMENT_TABLE =
				{
					Notes = "The blocktype for enchantment table"
				},
				E_BLOCK_ENDER_CHEST =
				{
					Notes = "The blocktype for ender chest"
				},
				E_BLOCK_END_BRICKS =
				{
					Notes = "The blocktype for end bricks"
				},
				E_BLOCK_END_GATEWAY =
				{
					Notes = "The blocktype for end gateway"
				},
				E_BLOCK_END_PORTAL =
				{
					Notes = "The blocktype for end portal"
				},
				E_BLOCK_END_PORTAL_FRAME =
				{
					Notes = "The blocktype for end portal frame"
				},
				E_BLOCK_END_ROD =
				{
					Notes = "The blocktype for end rod"
				},
				E_BLOCK_END_STONE =
				{
					Notes = "The blocktype for end stone"
				},
				E_BLOCK_FARMLAND =
				{
					Notes = "The blocktype for farmland"
				},
				E_BLOCK_FENCE =
				{
					Notes = "The blocktype for fence"
				},
				E_BLOCK_FENCE_GATE =
				{
					Notes = "The blocktype for fence gate"
				},
				E_BLOCK_FIRE =
				{
					Notes = "The blocktype for fire"
				},
				E_BLOCK_FLOWER =
				{
					Notes = "The blocktype for flower"
				},
				E_BLOCK_FLOWER_POT =
				{
					Notes = "The blocktype for flower pot"
				},
				E_BLOCK_FROSTED_ICE =
				{
					Notes = "The blocktype for frosted ice"
				},
				E_BLOCK_FURNACE =
				{
					Notes = "The blocktype for furnace"
				},
				E_BLOCK_GLASS =
				{
					Notes = "The blocktype for glass"
				},
				E_BLOCK_GLASS_PANE =
				{
					Notes = "The blocktype for glass pane"
				},
				E_BLOCK_GLOWSTONE =
				{
					Notes = "The blocktype for glowstone"
				},
				E_BLOCK_GOLD_BLOCK =
				{
					Notes = "The blocktype for gold block"
				},
				E_BLOCK_GOLD_ORE =
				{
					Notes = "The blocktype for gold ore"
				},
				E_BLOCK_GRASS =
				{
					Notes = "The blocktype for grass"
				},
				E_BLOCK_GRASS_PATH =
				{
					Notes = "The blocktype for grass path"
				},
				E_BLOCK_GRAVEL =
				{
					Notes = "The blocktype for gravel"
				},
				E_BLOCK_GRAY_GLAZED_TERRACOTTA =
				{
					Notes = "The blocktype for gray glazed terracotta"
				},
				E_BLOCK_GRAY_SHULKER_BOX =
				{
					Notes = "The blocktype for gray shulker box"
				},
				E_BLOCK_GREEN_GLAZED_TERRACOTTA =
				{
					Notes = "The blocktype for green glazed terracotta"
				},
				E_BLOCK_GREEN_SHULKER_BOX =
				{
					Notes = "The blocktype for green shulker box"
				},
				E_BLOCK_HARDENED_CLAY =
				{
					Notes = "The blocktype for hardened clay"
				},
				E_BLOCK_HAY_BALE =
				{
					Notes = "The blocktype for hay bale"
				},
				E_BLOCK_HEAD =
				{
					Notes = "The blocktype for head"
				},
				E_BLOCK_HEAVY_WEIGHTED_PRESSURE_PLATE =
				{
					Notes = "The blocktype for heavy weighted pressure plate"
				},
				E_BLOCK_HOPPER =
				{
					Notes = "The blocktype for hopper"
				},
				E_BLOCK_HUGE_BROWN_MUSHROOM =
				{
					Notes = "The blocktype for huge brown mushroom"
				},
				E_BLOCK_HUGE_RED_MUSHROOM =
				{
					Notes = "The blocktype for huge red mushroom"
				},
				E_BLOCK_ICE =
				{
					Notes = "The blocktype for ice"
				},
				E_BLOCK_INACTIVE_COMPARATOR =
				{
					Notes = "The blocktype for inactive comparator"
				},
				E_BLOCK_INVERTED_DAYLIGHT_SENSOR =
				{
					Notes = "The blocktype for inverted daylight sensor"
				},
				E_BLOCK_IRON_BARS =
				{
					Notes = "The blocktype for iron bars"
				},
				E_BLOCK_IRON_BLOCK =
				{
					Notes = "The blocktype for iron block"
				},
				E_BLOCK_IRON_DOOR =
				{
					Notes = "The blocktype for iron door"
				},
				E_BLOCK_IRON_ORE =
				{
					Notes = "The blocktype for iron ore"
				},
				E_BLOCK_IRON_TRAPDOOR =
				{
					Notes = "The blocktype for iron trapdoor"
				},
				E_BLOCK_JACK_O_LANTERN =
				{
					Notes = "The blocktype for jack o lantern"
				},
				E_BLOCK_JUKEBOX =
				{
					Notes = "The blocktype for jukebox"
				},
				E_BLOCK_JUNGLE_DOOR =
				{
					Notes = "The blocktype for jungle door"
				},
				E_BLOCK_JUNGLE_FENCE =
				{
					Notes = "The blocktype for jungle fence"
				},
				E_BLOCK_JUNGLE_FENCE_GATE =
				{
					Notes = "The blocktype for jungle fence gate"
				},
				E_BLOCK_JUNGLE_WOOD_STAIRS =
				{
					Notes = "The blocktype for jungle wood stairs"
				},
				E_BLOCK_LADDER =
				{
					Notes = "The blocktype for ladder"
				},
				E_BLOCK_LAPIS_BLOCK =
				{
					Notes = "The blocktype for lapis block"
				},
				E_BLOCK_LAPIS_ORE =
				{
					Notes = "The blocktype for lapis ore"
				},
				E_BLOCK_LAVA =
				{
					Notes = "The blocktype for lava"
				},
				E_BLOCK_LEAVES =
				{
					Notes = "The blocktype for leaves"
				},
				E_BLOCK_LEVER =
				{
					Notes = "The blocktype for lever"
				},
				E_BLOCK_LIGHT_BLUE_GLAZED_TERRACOTTA =
				{
					Notes = "The blocktype for light blue glazed terracotta"
				},
				E_BLOCK_LIGHT_BLUE_SHULKER_BOX =
				{
					Notes = "The blocktype for light blue shulker box"
				},
				E_BLOCK_LIGHT_GRAY_GLAZED_TERRACOTTA =
				{
					Notes = "The blocktype for light gray glazed terracotta"
				},
				E_BLOCK_LIGHT_GRAY_SHULKER_BOX =
				{
					Notes = "The blocktype for light gray shulker box"
				},
				E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE =
				{
					Notes = "The blocktype for light weighted pressure plate"
				},
				E_BLOCK_LILY_PAD =
				{
					Notes = "The blocktype for lily pad"
				},
				E_BLOCK_LIME_GLAZED_TERRACOTTA =
				{
					Notes = "The blocktype for lime glazed terracotta"
				},
				E_BLOCK_LIME_SHULKER_BOX =
				{
					Notes = "The blocktype for lime shulker box"
				},
				E_BLOCK_LIT_FURNACE =
				{
					Notes = "The blocktype for lit furnace"
				},
				E_BLOCK_LOG =
				{
					Notes = "The blocktype for log"
				},
				E_BLOCK_MAGENTA_GLAZED_TERRACOTTA =
				{
					Notes = "The blocktype for magenta glazed terracotta"
				},
				E_BLOCK_MAGENTA_SHULKER_BOX =
				{
					Notes = "The blocktype for magenta shulker box"
				},
				E_BLOCK_MAGMA =
				{
					Notes = "The blocktype for magma"
				},
				E_BLOCK_MAX_TYPE_ID =
				{
					Notes = "The blocktype for max type id"
				},
				E_BLOCK_MELON =
				{
					Notes = "The blocktype for melon"
				},
				E_BLOCK_MELON_STEM =
				{
					Notes = "The blocktype for melon stem"
				},
				E_BLOCK_MINECART_TRACKS =
				{
					Notes = "The blocktype for minecart tracks"
				},
				E_BLOCK_MOB_SPAWNER =
				{
					Notes = "The blocktype for mob spawner"
				},
				E_BLOCK_MOSSY_COBBLESTONE =
				{
					Notes = "The blocktype for mossy cobblestone"
				},
				E_BLOCK_MYCELIUM =
				{
					Notes = "The blocktype for mycelium"
				},
				E_BLOCK_NETHERRACK =
				{
					Notes = "The blocktype for netherrack"
				},
				E_BLOCK_NETHER_BRICK =
				{
					Notes = "The blocktype for nether brick"
				},
				E_BLOCK_NETHER_BRICK_FENCE =
				{
					Notes = "The blocktype for nether brick fence"
				},
				E_BLOCK_NETHER_BRICK_STAIRS =
				{
					Notes = "The blocktype for nether brick stairs"
				},
				E_BLOCK_NETHER_PORTAL =
				{
					Notes = "The blocktype for nether portal"
				},
				E_BLOCK_NETHER_QUARTZ_ORE =
				{
					Notes = "The blocktype for nether quartz ore"
				},
				E_BLOCK_NETHER_WART =
				{
					Notes = "The blocktype for nether wart"
				},
				E_BLOCK_NETHER_WART_BLOCK =
				{
					Notes = "The blocktype for nether wart block"
				},
				E_BLOCK_NEW_LEAVES =
				{
					Notes = "The blocktype for new leaves"
				},
				E_BLOCK_NEW_LOG =
				{
					Notes = "The blocktype for new log"
				},
				E_BLOCK_NOTE_BLOCK =
				{
					Notes = "The blocktype for note block"
				},
				E_BLOCK_NUMBER_OF_TYPES =
				{
					Notes = "The blocktype for number of types"
				},
				E_BLOCK_OAK_DOOR =
				{
					Notes = "The blocktype for oak door"
				},
				E_BLOCK_OAK_FENCE_GATE =
				{
					Notes = "The blocktype for oak fence gate"
				},
				E_BLOCK_OAK_WOOD_STAIRS =
				{
					Notes = "The blocktype for oak wood stairs"
				},
				E_BLOCK_OBSERVER =
				{
					Notes = "The blocktype for observer"
				},
				E_BLOCK_OBSIDIAN =
				{
					Notes = "The blocktype for obsidian"
				},
				E_BLOCK_ORANGE_GLAZED_TERRACOTTA =
				{
					Notes = "The blocktype for orange glazed terracota"
				},
				E_BLOCK_ORANGE_SHULKER_BOX =
				{
					Notes = "The blocktype for orange shulker box"
				},
				E_BLOCK_PACKED_ICE =
				{
					Notes = "The blocktype for packed ice"
				},
				E_BLOCK_PINK_GLAZED_TERRACOTTA =
				{
					Notes = "The blocktype for pink glazed terracotta"
				},
				E_BLOCK_PINK_SHULKER_BOX =
				{
					Notes = "The blocktype for pink shulker box"
				},
				E_BLOCK_PISTON =
				{
					Notes = "The blocktype for piston"
				},
				E_BLOCK_PISTON_EXTENSION =
				{
					Notes = "The blocktype for piston extension"
				},
				E_BLOCK_PISTON_MOVED_BLOCK =
				{
					Notes = "The blocktype for piston moved block"
				},
				E_BLOCK_PLANKS =
				{
					Notes = "The blocktype for planks"
				},
				E_BLOCK_POTATOES =
				{
					Notes = "The blocktype for potatoes"
				},
				E_BLOCK_POWERED_RAIL =
				{
					Notes = "The blocktype for powered rail"
				},
				E_BLOCK_PRISMARINE_BLOCK =
				{
					Notes = "The blocktype for prismarine block"
				},
				E_BLOCK_PUMPKIN =
				{
					Notes = "The blocktype for pumpkin"
				},
				E_BLOCK_PUMPKIN_STEM =
				{
					Notes = "The blocktype for pumpkin stem"
				},
				E_BLOCK_PURPLE_GLAZED_TERRACOTTA =
				{
					Notes = "The blocktype for purple glazed terracotta"
				},
				E_BLOCK_PURPLE_SHULKER_BOX =
				{
					Notes = "The blocktype for purple shulker box"
				},
				E_BLOCK_PURPUR_BLOCK =
				{
					Notes = "The blocktype for purpur block"
				},
				E_BLOCK_PURPUR_DOUBLE_SLAB =
				{
					Notes = "The blocktype for purpur double slab"
				},
				E_BLOCK_PURPUR_PILLAR =
				{
					Notes = "The blocktype for purpur pillar"
				},
				E_BLOCK_PURPUR_SLAB =
				{
					Notes = "The blocktype for purpur slab"
				},
				E_BLOCK_PURPUR_STAIRS =
				{
					Notes = "The blocktype for purpur stairs"
				},
				E_BLOCK_QUARTZ_BLOCK =
				{
					Notes = "The blocktype for quartz block"
				},
				E_BLOCK_QUARTZ_STAIRS =
				{
					Notes = "The blocktype for quartz stairs"
				},
				E_BLOCK_RAIL =
				{
					Notes = "The blocktype for rail"
				},
				E_BLOCK_REDSTONE_LAMP_OFF =
				{
					Notes = "The blocktype for redstone lamp off"
				},
				E_BLOCK_REDSTONE_LAMP_ON =
				{
					Notes = "The blocktype for redstone lamp on"
				},
				E_BLOCK_REDSTONE_ORE =
				{
					Notes = "The blocktype for redstone ore"
				},
				E_BLOCK_REDSTONE_ORE_GLOWING =
				{
					Notes = "The blocktype for redstone ore glowing"
				},
				E_BLOCK_REDSTONE_REPEATER_OFF =
				{
					Notes = "The blocktype for redstone repeater off"
				},
				E_BLOCK_REDSTONE_REPEATER_ON =
				{
					Notes = "The blocktype for redstone repeater on"
				},
				E_BLOCK_REDSTONE_TORCH_OFF =
				{
					Notes = "The blocktype for redstone torch off"
				},
				E_BLOCK_REDSTONE_TORCH_ON =
				{
					Notes = "The blocktype for redstone torch on"
				},
				E_BLOCK_REDSTONE_WIRE =
				{
					Notes = "The blocktype for redstone wire"
				},
				E_BLOCK_RED_GLAZED_TERRACOTTA =
				{
					Notes = "The blocktype for red glazed terracotta"
				},
				E_BLOCK_RED_MUSHROOM =
				{
					Notes = "The blocktype for red mushroom"
				},
				E_BLOCK_RED_NETHER_BRICK =
				{
					Notes = "The blocktype for red nether brick"
				},
				E_BLOCK_RED_ROSE =
				{
					Notes = "The blocktype for red rose"
				},
				E_BLOCK_RED_SANDSTONE =
				{
					Notes = "The blocktype for red sandstone"
				},
				E_BLOCK_RED_SANDSTONE_SLAB =
				{
					Notes = "The blocktype for red sandstone slab"
				},
				E_BLOCK_RED_SANDSTONE_STAIRS =
				{
					Notes = "The blocktype for red sandstone stairs"
				},
				E_BLOCK_RED_SHULKER_BOX =
				{
					Notes = "The blocktype for red shulker box"
				},
				E_BLOCK_REEDS =
				{
					Notes = "The blocktype for reeds"
				},
				E_BLOCK_REPEATING_COMMAND_BLOCK =
				{
					Notes = "The blocktype for repeating command block"
				},
				E_BLOCK_SAND =
				{
					Notes = "The blocktype for sand"
				},
				E_BLOCK_SANDSTONE =
				{
					Notes = "The blocktype for sandstone"
				},
				E_BLOCK_SANDSTONE_STAIRS =
				{
					Notes = "The blocktype for sandstone stairs"
				},
				E_BLOCK_SAPLING =
				{
					Notes = "The blocktype for sapling"
				},
				E_BLOCK_SEA_LANTERN =
				{
					Notes = "The blocktype for sea lantern"
				},
				E_BLOCK_SIGN_POST =
				{
					Notes = "The blocktype for sign post"
				},
				E_BLOCK_SILVERFISH_EGG =
				{
					Notes = "The blocktype for silverfish egg"
				},
				E_BLOCK_SLIME_BLOCK =
				{
					Notes = "The blocktype for slime block"
				},
				E_BLOCK_SNOW =
				{
					Notes = "The blocktype for snow"
				},
				E_BLOCK_SNOW_BLOCK =
				{
					Notes = "The blocktype for snow block"
				},
				E_BLOCK_SOULSAND =
				{
					Notes = "The blocktype for soulsand"
				},
				E_BLOCK_SPONGE =
				{
					Notes = "The blocktype for sponge"
				},
				E_BLOCK_SPRUCE_DOOR =
				{
					Notes = "The blocktype for spruce door"
				},
				E_BLOCK_SPRUCE_FENCE =
				{
					Notes = "The blocktype for spruce fence"
				},
				E_BLOCK_SPRUCE_FENCE_GATE =
				{
					Notes = "The blocktype for spruce fence gate"
				},
				E_BLOCK_SPRUCE_WOOD_STAIRS =
				{
					Notes = "The blocktype for spruce wood stairs"
				},
				E_BLOCK_STAINED_CLAY =
				{
					Notes = "The blocktype for stained clay"
				},
				E_BLOCK_STAINED_GLASS =
				{
					Notes = "The blocktype for stained glass"
				},
				E_BLOCK_STAINED_GLASS_PANE =
				{
					Notes = "The blocktype for stained glass pane"
				},
				E_BLOCK_STAIRS_UPSIDE_DOWN =
				{
					Notes = "The blocktype for stairs upside down"
				},
				E_BLOCK_STAIRS_XM =
				{
					Notes = "The blocktype for stairs xm"
				},
				E_BLOCK_STAIRS_XP =
				{
					Notes = "The blocktype for stairs xp"
				},
				E_BLOCK_STAIRS_ZM =
				{
					Notes = "The blocktype for stairs zm"
				},
				E_BLOCK_STAIRS_ZP =
				{
					Notes = "The blocktype for stairs zp"
				},
				E_BLOCK_STANDING_BANNER =
				{
					Notes = "The blocktype for standing banner"
				},
				E_BLOCK_STATIONARY_LAVA =
				{
					Notes = "The blocktype for stationary lava"
				},
				E_BLOCK_STATIONARY_WATER =
				{
					Notes = "The blocktype for stationary water"
				},
				E_BLOCK_STICKY_PISTON =
				{
					Notes = "The blocktype for sticky piston"
				},
				E_BLOCK_STONE =
				{
					Notes = "The blocktype for stone"
				},
				E_BLOCK_STONE_BRICKS =
				{
					Notes = "The blocktype for stone bricks"
				},
				E_BLOCK_STONE_BRICK_STAIRS =
				{
					Notes = "The blocktype for stone brick stairs"
				},
				E_BLOCK_STONE_BUTTON =
				{
					Notes = "The blocktype for stone button"
				},
				E_BLOCK_STONE_PRESSURE_PLATE =
				{
					Notes = "The blocktype for stone pressure plate"
				},
				E_BLOCK_STONE_SLAB =
				{
					Notes = "The blocktype for stone slab"
				},
				E_BLOCK_STRUCTURE_BLOCK =
				{
					Notes = "The blocktype for structure block"
				},
				E_BLOCK_STRUCTURE_VOID =
				{
					Notes = "The blocktype for structure void"
				},
				E_BLOCK_SUGARCANE =
				{
					Notes = "The blocktype for sugarcane"
				},
				E_BLOCK_TALL_GRASS =
				{
					Notes = "The blocktype for tall grass"
				},
				E_BLOCK_TERRACOTTA =
				{
					Notes = "The blocktype for terracotta (synonym for E_BLOCK_STAINED_CLAY)",
				},
				E_BLOCK_TNT =
				{
					Notes = "The blocktype for tnt"
				},
				E_BLOCK_TORCH =
				{
					Notes = "The blocktype for torch"
				},
				E_BLOCK_TRAPDOOR =
				{
					Notes = "The blocktype for trapdoor"
				},
				E_BLOCK_TRAPPED_CHEST =
				{
					Notes = "The blocktype for trapped chest"
				},
				E_BLOCK_TRIPWIRE =
				{
					Notes = "The blocktype for tripwire"
				},
				E_BLOCK_TRIPWIRE_HOOK =
				{
					Notes = "The blocktype for tripwire hook"
				},
				E_BLOCK_UNFINISHED =
				{
					Notes = "Internal blocktype for unfinished block handlers",
				},
				E_BLOCK_VINES =
				{
					Notes = "The blocktype for vines"
				},
				E_BLOCK_WALLSIGN =
				{
					Notes = "The blocktype for wallsign"
				},
				E_BLOCK_WALL_BANNER =
				{
					Notes = "The blocktype for wall banner"
				},
				E_BLOCK_WATER =
				{
					Notes = "The blocktype for water"
				},
				E_BLOCK_WHITE_GLAZED_TERRACOTTA =
				{
					Notes = "The blocktype for white glazed terracotta"
				},
				E_BLOCK_WHITE_SHULKER_BOX =
				{
					Notes = "The blocktype for white shulker box"
				},
				E_BLOCK_WOODEN_BUTTON =
				{
					Notes = "The blocktype for wooden button"
				},
				E_BLOCK_WOODEN_DOOR =
				{
					Notes = "The blocktype for wooden door"
				},
				E_BLOCK_WOODEN_PRESSURE_PLATE =
				{
					Notes = "The blocktype for wooden pressure plate"
				},
				E_BLOCK_WOODEN_SLAB =
				{
					Notes = "The blocktype for wooden slab"
				},
				E_BLOCK_WOODEN_STAIRS =
				{
					Notes = "The blocktype for wooden stairs"
				},
				E_BLOCK_WOOL =
				{
					Notes = "The blocktype for wool"
				},
				E_BLOCK_WORKBENCH =
				{
					Notes = "The blocktype for workbench"
				},
				E_BLOCK_YELLOW_FLOWER =
				{
					Notes = "The blocktype for yellow flower"
				},
				E_BLOCK_YELLOW_GLAZED_TERRACOTTA =
				{
					Notes = "The blocktype for yellow glazed terracotta"
				},
				E_BLOCK_YELLOW_SHULKER_BOX =
				{
					Notes = "The blocktype for yellow shulker box"
				},
				E_ITEM_11_DISC =
				{
					Notes = "The itemtype for 11 disc"
				},
				E_ITEM_13_DISC =
				{
					Notes = "The itemtype for 13 disc"
				},
				E_ITEM_ACACIA_BOAT =
				{
					Notes = "The itemtype for acacia boat"
				},
				E_ITEM_ACACIA_DOOR =
				{
					Notes = "The itemtype for acacia door"
				},
				E_ITEM_ARMOR_STAND =
				{
					Notes = "The itemtype for armor stand"
				},
				E_ITEM_ARROW =
				{
					Notes = "The itemtype for arrow"
				},
				E_ITEM_BAKED_POTATO =
				{
					Notes = "The itemtype for baked potato"
				},
				E_ITEM_BANNER =
				{
					Notes = "The itemtype for banner"
				},
				E_ITEM_BED =
				{
					Notes = "The itemtype for bed"
				},
				E_ITEM_BEETROOT =
				{
					Notes = "The itemtype for beetroot"
				},
				E_ITEM_BEETROOT_SEEDS =
				{
					Notes = "The itemtype for beetroot seeds"
				},
				E_ITEM_BEETROOT_SOUP =
				{
					Notes = "The itemtype for betroot soup"
				},
				E_ITEM_BIRCH_BOAT =
				{
					Notes = "The itemtype for birch boat"
				},
				E_ITEM_BIRCH_DOOR =
				{
					Notes = "The itemtype for birch door"
				},
				E_ITEM_BLAZE_POWDER =
				{
					Notes = "The itemtype for blaze powder"
				},
				E_ITEM_BLAZE_ROD =
				{
					Notes = "The itemtype for blaze rod"
				},
				E_ITEM_BLOCKS_DISC =
				{
					Notes = "The itemtype for blocks disc"
				},
				E_ITEM_BOAT =
				{
					Notes = "The itemtype for boat"
				},
				E_ITEM_BONE =
				{
					Notes = "The itemtype for bone"
				},
				E_ITEM_BOOK =
				{
					Notes = "The itemtype for book"
				},
				E_ITEM_BOOK_AND_QUILL =
				{
					Notes = "The itemtype for book and quill"
				},
				E_ITEM_BOTTLE_O_ENCHANTING =
				{
					Notes = "The itemtype for bottle o enchanting"
				},
				E_ITEM_BOW =
				{
					Notes = "The itemtype for bow"
				},
				E_ITEM_BOWL =
				{
					Notes = "The itemtype for bowl"
				},
				E_ITEM_BREAD =
				{
					Notes = "The itemtype for bread"
				},
				E_ITEM_BREWING_STAND =
				{
					Notes = "The itemtype for brewing stand"
				},
				E_ITEM_BUCKET =
				{
					Notes = "The itemtype for bucket"
				},
				E_ITEM_CAKE =
				{
					Notes = "The itemtype for cake"
				},
				E_ITEM_CARROT =
				{
					Notes = "The itemtype for carrot"
				},
				E_ITEM_CARROT_ON_STICK =
				{
					Notes = "The itemtype for carrot on stick"
				},
				E_ITEM_CAT_DISC =
				{
					Notes = "The itemtype for cat disc"
				},
				E_ITEM_CAULDRON =
				{
					Notes = "The itemtype for cauldron"
				},
				E_ITEM_CHAIN_BOOTS =
				{
					Notes = "The itemtype for chain boots"
				},
				E_ITEM_CHAIN_CHESTPLATE =
				{
					Notes = "The itemtype for chain chestplate"
				},
				E_ITEM_CHAIN_HELMET =
				{
					Notes = "The itemtype for chain helmet"
				},
				E_ITEM_CHAIN_LEGGINGS =
				{
					Notes = "The itemtype for chain leggings"
				},
				E_ITEM_CHEST_MINECART =
				{
					Notes = "The itemtype for chest minecart"
				},
				E_ITEM_CHIRP_DISC =
				{
					Notes = "The itemtype for chirp disc"
				},
				E_ITEM_CHORUS_FRUIT =
				{
					Notes = "The itemtype for chorus fruit"
				},
				E_ITEM_CLAY =
				{
					Notes = "The itemtype for clay"
				},
				E_ITEM_CLAY_BRICK =
				{
					Notes = "The itemtype for clay brick"
				},
				E_ITEM_CLOCK =
				{
					Notes = "The itemtype for clock"
				},
				E_ITEM_COAL =
				{
					Notes = "The itemtype for coal"
				},
				E_ITEM_COMPARATOR =
				{
					Notes = "The itemtype for comparator"
				},
				E_ITEM_COMPASS =
				{
					Notes = "The itemtype for compass"
				},
				E_ITEM_COOKED_CHICKEN =
				{
					Notes = "The itemtype for cooked chicken"
				},
				E_ITEM_COOKED_FISH =
				{
					Notes = "The itemtype for cooked fish"
				},
				E_ITEM_COOKED_MUTTON =
				{
					Notes = "The itemtype for cooked mutton"
				},
				E_ITEM_COOKED_PORKCHOP =
				{
					Notes = "The itemtype for cooked porkchop"
				},
				E_ITEM_COOKED_RABBIT =
				{
					Notes = "The itemtype for cooked rabbit"
				},
				E_ITEM_COOKIE =
				{
					Notes = "The itemtype for cookie"
				},
				E_ITEM_DARK_OAK_BOAT =
				{
					Notes = "The itemtype for dark oak boat"
				},
				E_ITEM_DARK_OAK_DOOR =
				{
					Notes = "The itemtype for dark oak door"
				},
				E_ITEM_DIAMOND =
				{
					Notes = "The itemtype for diamond"
				},
				E_ITEM_DIAMOND_AXE =
				{
					Notes = "The itemtype for diamond axe"
				},
				E_ITEM_DIAMOND_BOOTS =
				{
					Notes = "The itemtype for diamond boots"
				},
				E_ITEM_DIAMOND_CHESTPLATE =
				{
					Notes = "The itemtype for diamond chestplate"
				},
				E_ITEM_DIAMOND_HELMET =
				{
					Notes = "The itemtype for diamond helmet"
				},
				E_ITEM_DIAMOND_HOE =
				{
					Notes = "The itemtype for diamond hoe"
				},
				E_ITEM_DIAMOND_HORSE_ARMOR =
				{
					Notes = "The itemtype for diamond horse armor"
				},
				E_ITEM_DIAMOND_LEGGINGS =
				{
					Notes = "The itemtype for diamond leggings"
				},
				E_ITEM_DIAMOND_PICKAXE =
				{
					Notes = "The itemtype for diamond pickaxe"
				},
				E_ITEM_DIAMOND_SHOVEL =
				{
					Notes = "The itemtype for diamond shovel"
				},
				E_ITEM_DIAMOND_SWORD =
				{
					Notes = "The itemtype for diamond sword"
				},
				E_ITEM_DRAGON_BREATH =
				{
					Notes = "The itemtype for dragon breath"
				},
				E_ITEM_DYE =
				{
					Notes = "The itemtype for dye"
				},
				E_ITEM_EGG =
				{
					Notes = "The itemtype for egg"
				},
				E_ITEM_ELYTRA =
				{
					Notes = "The itemtype for elytra"
				},
				E_ITEM_EMERALD =
				{
					Notes = "The itemtype for emerald"
				},
				E_ITEM_EMPTY =
				{
					Notes = "The itemtype for empty"
				},
				E_ITEM_EMPTY_MAP =
				{
					Notes = "The itemtype for empty map"
				},
				E_ITEM_ENCHANTED_BOOK =
				{
					Notes = "The itemtype for enchanted book"
				},
				E_ITEM_END_CRYSTAL =
				{
					Notes = "The itemtype for end crystal"
				},
				E_ITEM_ENDER_PEARL =
				{
					Notes = "The itemtype for ender pearl"
				},
				E_ITEM_EYE_OF_ENDER =
				{
					Notes = "The itemtype for eye of ender"
				},
				E_ITEM_FAR_DISC =
				{
					Notes = "The itemtype for far disc"
				},
				E_ITEM_FEATHER =
				{
					Notes = "The itemtype for feather"
				},
				E_ITEM_FERMENTED_SPIDER_EYE =
				{
					Notes = "The itemtype for fermented spider eye"
				},
				E_ITEM_FIREWORK_ROCKET =
				{
					Notes = "The itemtype for firework rocket"
				},
				E_ITEM_FIREWORK_STAR =
				{
					Notes = "The itemtype for firework star"
				},
				E_ITEM_FIRE_CHARGE =
				{
					Notes = "The itemtype for fire charge"
				},
				E_ITEM_FIRST =
				{
					Notes = "The itemtype for first"
				},
				E_ITEM_FIRST_DISC =
				{
					Notes = "The itemtype for first disc"
				},
				E_ITEM_FISHING_ROD =
				{
					Notes = "The itemtype for fishing rod"
				},
				E_ITEM_FLINT =
				{
					Notes = "The itemtype for flint"
				},
				E_ITEM_FLINT_AND_STEEL =
				{
					Notes = "The itemtype for flint and steel"
				},
				E_ITEM_FLOWER_POT =
				{
					Notes = "The itemtype for flower pot"
				},
				E_ITEM_FURNACE_MINECART =
				{
					Notes = "The itemtype for furnace minecart"
				},
				E_ITEM_GHAST_TEAR =
				{
					Notes = "The itemtype for ghast tear"
				},
				E_ITEM_GLASS_BOTTLE =
				{
					Notes = "The itemtype for glass bottle"
				},
				E_ITEM_GLISTERING_MELON =
				{
					Notes = "The itemtype for glistering melon"
				},
				E_ITEM_GLOWSTONE_DUST =
				{
					Notes = "The itemtype for glowstone dust"
				},
				E_ITEM_GOLD =
				{
					Notes = "The itemtype for gold"
				},
				E_ITEM_GOLDEN_APPLE =
				{
					Notes = "The itemtype for golden apple"
				},
				E_ITEM_GOLDEN_CARROT =
				{
					Notes = "The itemtype for golden carrot"
				},
				E_ITEM_GOLD_AXE =
				{
					Notes = "The itemtype for gold axe"
				},
				E_ITEM_GOLD_BOOTS =
				{
					Notes = "The itemtype for gold boots"
				},
				E_ITEM_GOLD_CHESTPLATE =
				{
					Notes = "The itemtype for gold chestplate"
				},
				E_ITEM_GOLD_HELMET =
				{
					Notes = "The itemtype for gold helmet"
				},
				E_ITEM_GOLD_HOE =
				{
					Notes = "The itemtype for gold hoe"
				},
				E_ITEM_GOLD_HORSE_ARMOR =
				{
					Notes = "The itemtype for gold horse armor"
				},
				E_ITEM_GOLD_LEGGINGS =
				{
					Notes = "The itemtype for gold leggings"
				},
				E_ITEM_GOLD_NUGGET =
				{
					Notes = "The itemtype for gold nugget"
				},
				E_ITEM_GOLD_PICKAXE =
				{
					Notes = "The itemtype for gold pickaxe"
				},
				E_ITEM_GOLD_SHOVEL =
				{
					Notes = "The itemtype for gold shovel"
				},
				E_ITEM_GOLD_SWORD =
				{
					Notes = "The itemtype for gold sword"
				},
				E_ITEM_GUNPOWDER =
				{
					Notes = "The itemtype for gunpowder"
				},
				E_ITEM_HEAD =
				{
					Notes = "The itemtype for head"
				},
				E_ITEM_IRON =
				{
					Notes = "The itemtype for iron"
				},
				E_ITEM_IRON_AXE =
				{
					Notes = "The itemtype for iron axe"
				},
				E_ITEM_IRON_BOOTS =
				{
					Notes = "The itemtype for iron boots"
				},
				E_ITEM_IRON_CHESTPLATE =
				{
					Notes = "The itemtype for iron chestplate"
				},
				E_ITEM_IRON_DOOR =
				{
					Notes = "The itemtype for iron door"
				},
				E_ITEM_IRON_HELMET =
				{
					Notes = "The itemtype for iron helmet"
				},
				E_ITEM_IRON_HOE =
				{
					Notes = "The itemtype for iron hoe"
				},
				E_ITEM_IRON_HORSE_ARMOR =
				{
					Notes = "The itemtype for iron horse armor"
				},
				E_ITEM_IRON_LEGGINGS =
				{
					Notes = "The itemtype for iron leggings"
				},
				E_ITEM_IRON_NUGGET =
				{
					Notes = "The itemtype for iron nugget"
				},
				E_ITEM_IRON_PICKAXE =
				{
					Notes = "The itemtype for iron pickaxe"
				},
				E_ITEM_IRON_SHOVEL =
				{
					Notes = "The itemtype for iron shovel"
				},
				E_ITEM_IRON_SWORD =
				{
					Notes = "The itemtype for iron sword"
				},
				E_ITEM_ITEM_FRAME =
				{
					Notes = "The itemtype for item frame"
				},
				E_ITEM_JUNGLE_BOAT =
				{
					Notes = "The itemtype for jungle boat"
				},
				E_ITEM_JUNGLE_DOOR =
				{
					Notes = "The itemtype for jungle door"
				},
				E_ITEM_LAST =
				{
					Notes = "The itemtype for last"
				},
				E_ITEM_LAST_DISC =
				{
					Notes = "The itemtype for last disc"
				},
				E_ITEM_LAST_DISC_PLUS_ONE =
				{
					Notes = "The itemtype for last disc plus one"
				},
				E_ITEM_LAVA_BUCKET =
				{
					Notes = "The itemtype for lava bucket"
				},
				E_ITEM_LEAD =
				{
					Notes = "The itemtype for lead"
				},
				E_ITEM_LEASH =
				{
					Notes = "The itemtype for lead (E_ITEM_LEAD synonym)"
				},
				E_ITEM_LEATHER =
				{
					Notes = "The itemtype for leather"
				},
				E_ITEM_LEATHER_BOOTS =
				{
					Notes = "The itemtype for leather boots"
				},
				E_ITEM_LEATHER_CAP =
				{
					Notes = "The itemtype for leather cap"
				},
				E_ITEM_LEATHER_PANTS =
				{
					Notes = "The itemtype for leather pants"
				},
				E_ITEM_LEATHER_TUNIC =
				{
					Notes = "The itemtype for leather tunic"
				},
				E_ITEM_LINGERING_POTION =
				{
					Notes = "The itemtype for lingering potion"
				},
				E_ITEM_MAGMA_CREAM =
				{
					Notes = "The itemtype for magma cream"
				},
				E_ITEM_MALL_DISC =
				{
					Notes = "The itemtype for mall disc"
				},
				E_ITEM_MAP =
				{
					Notes = "The itemtype for map"
				},
				E_ITEM_MAX_CONSECUTIVE_TYPE_ID =
				{
					Notes = "The itemtype for max consecutive type id"
				},
				E_ITEM_MELLOHI_DISC =
				{
					Notes = "The itemtype for mellohi disc"
				},
				E_ITEM_MELON_SEEDS =
				{
					Notes = "The itemtype for melon seeds"
				},
				E_ITEM_MELON_SLICE =
				{
					Notes = "The itemtype for melon slice"
				},
				E_ITEM_MILK =
				{
					Notes = "The itemtype for milk"
				},
				E_ITEM_MINECART =
				{
					Notes = "The itemtype for minecart"
				},
				E_ITEM_MINECART_WITH_COMMAND_BLOCK =
				{
					Notes = "The itemtype for minecart with command block"
				},
				E_ITEM_MINECART_WITH_HOPPER =
				{
					Notes = "The itemtype for minecart with hopper"
				},
				E_ITEM_MINECART_WITH_TNT =
				{
					Notes = "The itemtype for minecart with tnt"
				},
				E_ITEM_MUSHROOM_SOUP =
				{
					Notes = "The itemtype for mushroom soup"
				},
				E_ITEM_NAME_TAG =
				{
					Notes = "The itemtype for name tag"
				},
				E_ITEM_NETHER_BRICK =
				{
					Notes = "The itemtype for nether brick"
				},
				E_ITEM_NETHER_QUARTZ =
				{
					Notes = "The itemtype for nether quartz"
				},
				E_ITEM_NETHER_STAR =
				{
					Notes = "The itemtype for nether star"
				},
				E_ITEM_NETHER_WART =
				{
					Notes = "The itemtype for nether wart"
				},
				E_ITEM_NUMBER_OF_CONSECUTIVE_TYPES =
				{
					Notes = "The itemtype for number of consecutive types"
				},
				E_ITEM_PAINTING =
				{
					Notes = "The itemtype for painting"
				},
				E_ITEM_PAPER =
				{
					Notes = "The itemtype for paper"
				},
				E_ITEM_POISONOUS_POTATO =
				{
					Notes = "The itemtype for poisonous potato"
				},
				E_ITEM_POPPED_CHORUS_FRUIT =
				{
					Notes = "The itemtype for popped chorus fruit"
				},
				E_ITEM_POTATO =
				{
					Notes = "The itemtype for potato"
				},
				E_ITEM_POTION =
				{
					Notes = "The itemtype for potion"
				},
				E_ITEM_POTIONS =
				{
					Notes = "The itemtype for potion (obsolete, use E_ITEM_POTION instead)"
				},
				E_ITEM_PRISMARINE_CRYSTALS =
				{
					Notes = "The itemtype for prismarine crystals"
				},
				E_ITEM_PRISMARINE_SHARD =
				{
					Notes = "The itemtype for prismarine shard"
				},
				E_ITEM_PUMPKIN_PIE =
				{
					Notes = "The itemtype for pumpkin pie"
				},
				E_ITEM_PUMPKIN_SEEDS =
				{
					Notes = "The itemtype for pumpkin seeds"
				},
				E_ITEM_RABBITS_FOOT =
				{
					Notes = "The itemtype for rabbits foot"
				},
				E_ITEM_RABBIT_HIDE =
				{
					Notes = "The itemtype for rabbit hide"
				},
				E_ITEM_RABBIT_STEW =
				{
					Notes = "The itemtype for rabbit stew"
				},
				E_ITEM_RAW_BEEF =
				{
					Notes = "The itemtype for raw beef"
				},
				E_ITEM_RAW_CHICKEN =
				{
					Notes = "The itemtype for raw chicken"
				},
				E_ITEM_RAW_FISH =
				{
					Notes = "The itemtype for raw fish"
				},
				E_ITEM_RAW_MUTTON =
				{
					Notes = "The itemtype for raw mutton"
				},
				E_ITEM_RAW_PORKCHOP =
				{
					Notes = "The itemtype for raw porkchop"
				},
				E_ITEM_RAW_RABBIT =
				{
					Notes = "The itemtype for raw rabbit"
				},
				E_ITEM_REDSTONE_DUST =
				{
					Notes = "The itemtype for redstone dust"
				},
				E_ITEM_REDSTONE_REPEATER =
				{
					Notes = "The itemtype for redstone repeater"
				},
				E_ITEM_RED_APPLE =
				{
					Notes = "The itemtype for red apple"
				},
				E_ITEM_ROTTEN_FLESH =
				{
					Notes = "The itemtype for rotten flesh"
				},
				E_ITEM_SADDLE =
				{
					Notes = "The itemtype for saddle"
				},
				E_ITEM_SEEDS =
				{
					Notes = "The itemtype for seeds"
				},
				E_ITEM_SHEARS =
				{
					Notes = "The itemtype for shears"
				},
				E_ITEM_SHIELD =
				{
					Notes = "The itemtype for shield"
				},
				E_ITEM_SHULKER_SHELL =
				{
					Notes = "The itemtype for shulker shell"
				},
				E_ITEM_SIGN =
				{
					Notes = "The itemtype for sign"
				},
				E_ITEM_SLIMEBALL =
				{
					Notes = "The itemtype for slimeball"
				},
				E_ITEM_SNOWBALL =
				{
					Notes = "The itemtype for snowball"
				},
				E_ITEM_SPAWN_EGG =
				{
					Notes = "The itemtype for spawn egg"
				},
				E_ITEM_SPECTRAL_ARROW =
				{
					Notes = "The itemtype for spectral arrow"
				},
				E_ITEM_SPIDER_EYE =
				{
					Notes = "The itemtype for spider eye"
				},
				E_ITEM_SPLASH_POTION =
				{
					Notes = "The itemtype for splash potion"
				},
				E_ITEM_SPRUCE_BOAT =
				{
					Notes = "The itemtype for spruce boat"
				},
				E_ITEM_SPRUCE_DOOR =
				{
					Notes = "The itemtype for spruce door"
				},
				E_ITEM_STAL_DISC =
				{
					Notes = "The itemtype for stal disc"
				},
				E_ITEM_STEAK =
				{
					Notes = "The itemtype for steak"
				},
				E_ITEM_STICK =
				{
					Notes = "The itemtype for stick"
				},
				E_ITEM_STONE_AXE =
				{
					Notes = "The itemtype for stone axe"
				},
				E_ITEM_STONE_HOE =
				{
					Notes = "The itemtype for stone hoe"
				},
				E_ITEM_STONE_PICKAXE =
				{
					Notes = "The itemtype for stone pickaxe"
				},
				E_ITEM_STONE_SHOVEL =
				{
					Notes = "The itemtype for stone shovel"
				},
				E_ITEM_STONE_SWORD =
				{
					Notes = "The itemtype for stone sword"
				},
				E_ITEM_STRAD_DISC =
				{
					Notes = "The itemtype for strad disc"
				},
				E_ITEM_STRING =
				{
					Notes = "The itemtype for string"
				},
				E_ITEM_SUGAR =
				{
					Notes = "The itemtype for sugar"
				},
				E_ITEM_SUGARCANE =
				{
					Notes = "The itemtype for sugarcane"
				},
				E_ITEM_SUGAR_CANE =
				{
					Notes = "The itemtype for sugar cane"
				},
				E_ITEM_TIPPED_ARROW =
				{
					Notes = "The itemtype for tipped arrow"
				},
				E_ITEM_TOTEM_OF_UNDYING =
				{
					Notes = "The itemtype for totem of undying"
				},
				E_ITEM_WAIT_DISC =
				{
					Notes = "The itemtype for wait disc"
				},
				E_ITEM_WARD_DISC =
				{
					Notes = "The itemtype for ward disc"
				},
				E_ITEM_WATER_BUCKET =
				{
					Notes = "The itemtype for water bucket"
				},
				E_ITEM_WHEAT =
				{
					Notes = "The itemtype for wheat"
				},
				E_ITEM_WOODEN_AXE =
				{
					Notes = "The itemtype for wooden axe"
				},
				E_ITEM_WOODEN_DOOR =
				{
					Notes = "The itemtype for wooden door"
				},
				E_ITEM_WOODEN_HOE =
				{
					Notes = "The itemtype for wooden hoe"
				},
				E_ITEM_WOODEN_PICKAXE =
				{
					Notes = "The itemtype for wooden pickaxe"
				},
				E_ITEM_WOODEN_SHOVEL =
				{
					Notes = "The itemtype for wooden shovel"
				},
				E_ITEM_WOODEN_SWORD =
				{
					Notes = "The itemtype for wooden sword"
				},
				E_ITEM_WRITTEN_BOOK =
				{
					Notes = "The itemtype for written book"
				},
				BLOCK_FACE_BOTTOM =
				{
					Notes = "Please use BLOCK_FACE_YM instead. Interacting with the bottom face of the block.",
				},
				BLOCK_FACE_EAST =
				{
					Notes = "Please use BLOCK_FACE_XM instead. Interacting with the eastern face of the block.",
				},
				BLOCK_FACE_MAX =
				{
					Notes = "Used for range checking - highest legal value for an {{Globals#eBlockFace|eBlockFace}}",
				},
				BLOCK_FACE_MIN =
				{
					Notes = "Used for range checking - lowest legal value for an {{Globals#eBlockFace|eBlockFace}}",
				},
				BLOCK_FACE_NONE =
				{
					Notes = "Interacting with no block face - swinging the item in the air",
				},
				BLOCK_FACE_NORTH =
				{
					Notes = "Please use BLOCK_FACE_ZM instead. Interacting with the northern face of the block.",
				},
				BLOCK_FACE_SOUTH =
				{
					Notes = "Please use BLOCK_FACE_ZP instead. Interacting with the southern face of the block.",
				},
				BLOCK_FACE_TOP =
				{
					Notes = "Please use BLOCK_FACE_YP instead. Interacting with the top face of the block.",
				},
				BLOCK_FACE_WEST =
				{
					Notes = "Please use BLOCK_FACE_XP instead. Interacting with the western face of the block.",
				},
				BLOCK_FACE_XM =
				{
					Notes = "Interacting with the X- face of the block",
				},
				BLOCK_FACE_XP =
				{
					Notes = "Interacting with the X+ face of the block",
				},
				BLOCK_FACE_YM =
				{
					Notes = "Interacting with the Y- face of the block",
				},
				BLOCK_FACE_YP =
				{
					Notes = "Interacting with the Y+ face of the block",
				},
				BLOCK_FACE_ZM =
				{
					Notes = "Interacting with the Z- face of the block",
				},
				BLOCK_FACE_ZP =
				{
					Notes = "Interacting with the Z+ face of the block",
				},
				DIG_STATUS_CANCELLED =
				{
					Notes = "The player has let go of the mine block key before finishing mining the block",
				},
				DIG_STATUS_DROP_HELD =
				{
					Notes = "The player has dropped a single item using the Drop Item key (default: Q)",
				},
				DIG_STATUS_DROP_STACK =
				{
					Notes = "The player has dropped a full stack of items using the Drop Item key (default: Q) while holding down a specific modifier key (in windows, control)",
				},
				DIG_STATUS_FINISHED =
				{
					Notes = "The player thinks that it has finished mining a block",
				},
				DIG_STATUS_SHOOT_EAT =
				{
					Notes = "The player has finished shooting a bow or finished eating",
				},
				DIG_STATUS_STARTED =
				{
					Notes = "The player has started digging",
				},
				DIG_STATUS_SWAP_ITEM_IN_HAND =
				{
					Notes = "The player has swapped their held item with the item in their offhand slot (1.9)",
				},
				E_META_BIG_FLOWER_TOP =
				{
					Notes = "The metadata of a big flower block that indicates it is the top block.",
				},
				E_META_CONCRETE_BLACK =
				{
					Notes = "A flag in the metadata of concete that indicates that the concrete is black.",
				},
				E_META_CONCRETE_BLUE =
				{
					Notes = "A flag in the metadata of concete that indicates that the concrete is blue.",
				},
				E_META_CONCRETE_BROWN =
				{
					Notes = "A flag in the metadata of concete that indicates that the concrete is brown.",
				},
				E_META_CONCRETE_CYAN =
				{
					Notes = "A flag in the metadata of concete that indicates that the concrete is cyan.",
				},
				E_META_CONCRETE_GRAY =
				{
					Notes = "A flag in the metadata of concete that indicates that the concrete is gray.",
				},
				E_META_CONCRETE_GREEN =
				{
					Notes = "A flag in the metadata of concete that indicates that the concrete is green.",
				},
				E_META_CONCRETE_LIGHTBLUE =
				{
					Notes = "A flag in the metadata of concete that indicates that the concrete is light blue.",
				},
				E_META_CONCRETE_LIGHTGRAY =
				{
					Notes = "A flag in the metadata of concete that indicates that the concrete is light gray.",
				},
				E_META_CONCRETE_LIGHTGREEN =
				{
					Notes = "A flag in the metadata of concete that indicates that the concrete is light green.",
				},
				E_META_CONCRETE_MAGENTA =
				{
					Notes = "A flag in the metadata of concete that indicates that the concrete is magenta.",
				},
				E_META_CONCRETE_ORANGE =
				{
					Notes = "A flag in the metadata of concete that indicates that the concrete is orange.",
				},
				E_META_CONCRETE_PINK =
				{
					Notes = "A flag in the metadata of concete that indicates that the concrete is pink.",
				},
				E_META_CONCRETE_POWDER_BLACK =
				{
					Notes = "A flag in the metadata of concete powder that indicates that the concrete powder is black.",
				},
				E_META_CONCRETE_POWDER_BLUE =
				{
					Notes = "A flag in the metadata of concete powder that indicates that the concrete powder is blue.",
				},
				E_META_CONCRETE_POWDER_BROWN =
				{
					Notes = "A flag in the metadata of concete powder that indicates that the concrete powder is brown.",
				},
				E_META_CONCRETE_POWDER_CYAN =
				{
					Notes = "A flag in the metadata of concete powder that indicates that the concrete powder is cyan.",
				},
				E_META_CONCRETE_POWDER_GRAY =
				{
					Notes = "A flag in the metadata of concete powder that indicates that the concrete powder is gray.",
				},
				E_META_CONCRETE_POWDER_GREEN =
				{
					Notes = "A flag in the metadata of concete powder that indicates that the concrete powder is green.",
				},
				E_META_CONCRETE_POWDER_LIGHTBLUE =
				{
					Notes = "A flag in the metadata of concete powder that indicates that the concrete powder is light blue.",
				},
				E_META_CONCRETE_POWDER_LIGHTGRAY =
				{
					Notes = "A flag in the metadata of concete powder that indicates that the concrete powder is light gray.",
				},
				E_META_CONCRETE_POWDER_LIGHTGREEN =
				{
					Notes = "A flag in the metadata of concete powder that indicates that the concrete powder is light green.",
				},
				E_META_CONCRETE_POWDER_MAGENTA =
				{
					Notes = "A flag in the metadata of concete powder that indicates that the concrete powder is magenta.",
				},
				E_META_CONCRETE_POWDER_ORANGE =
				{
					Notes = "A flag in the metadata of concete powder that indicates that the concrete powder is orange.",
				},
				E_META_CONCRETE_POWDER_PINK =
				{
					Notes = "A flag in the metadata of concete powder that indicates that the concrete powder is pink.",
				},
				E_META_CONCRETE_POWDER_PURPLE =
				{
					Notes = "A flag in the metadata of concete powder that indicates that the concrete powder is purple.",
				},
				E_META_CONCRETE_POWDER_RED =
				{
					Notes = "A flag in the metadata of concete powder that indicates that the concrete powder is red.",
				},
				E_META_CONCRETE_POWDER_WHITE =
				{
					Notes = "A flag in the metadata of concete powder that indicates that the concrete powder is white.",
				},
				E_META_CONCRETE_POWDER_YELLOW =
				{
					Notes = "A flag in the metadata of concete powder that indicates that the concrete powder is yellow.",
				},
				E_META_CONCRETE_PURPLE =
				{
					Notes = "A flag in the metadata of concete that indicates that the concrete is purple.",
				},
				E_META_CONCRETE_RED =
				{
					Notes = "A flag in the metadata of concete that indicates that the concrete is red.",
				},
				E_META_CONCRETE_WHITE =
				{
					Notes = "A flag in the metadata of concete that indicates that the concrete is white.",
				},
				E_META_CONCRETE_YELLOW =
				{
					Notes = "A flag in the metadata of concete that indicates that the concrete is yellow.",
				},
				E_META_DROPSPENSER_ACTIVATED =
				{
					Notes = "A flag in the metadata of droppers and dispensers that indicates that the dropper or dispenser is currently activated. If this flag is set, the block must be unpowered first and powered again to shoot the next item.",
				},
				E_META_DROPSPENSER_FACING_MASK =
				{
					Notes = "A mask that indicates the bits of the metadata that specify the facing of droppers and dispensers.",
				},
				E_META_DROPSPENSER_FACING_XM =
				{
					Notes = "A flag in the metadata of droppers and dispensers that indicates that the dropper or dispenser is looking in the negative X direction.",
				},
				E_META_DROPSPENSER_FACING_XP =
				{
					Notes = "A flag in the metadata of droppers and dispensers that indicates that the dropper or dispenser is looking in the positive X direction.",
				},
				E_META_DROPSPENSER_FACING_YM =
				{
					Notes = "A flag in the metadata of droppers and dispensers that indicates that the dropper or dispenser is looking in the negative Y direction.",
				},
				E_META_DROPSPENSER_FACING_YP =
				{
					Notes = "A flag in the metadata of droppers and dispensers that indicates that the dropper or dispenser is looking in the positive Y direction.",
				},
				E_META_DROPSPENSER_FACING_ZM =
				{
					Notes = "A flag in the metadata of droppers and dispensers that indicates that the dropper or dispenser is looking in the negative Z direction.",
				},
				E_META_DROPSPENSER_FACING_ZP =
				{
					Notes = "A flag in the metadata of droppers and dispensers that indicates that the dropper or dispenser is looking in the positive Z direction.",
				},
				E_META_END_PORTAL_FRAME_EYE =
				{
					Notes = "A flag in the metadata of end portal frames that indicates that the portal frame has an eye in it.",
				},
				E_META_END_PORTAL_FRAME_NO_EYE =
				{
					Notes = "The lack of the flag in the metadata of end portal frames indicating that the portal frame has an eye in it.",
				},
				E_META_END_PORTAL_FRAME_XM =
				{
					Notes = "A flag in the metadata of end portal frames that indicates that the portal frame is facing the negative X direction.",
				},
				E_META_END_PORTAL_FRAME_XP =
				{
					Notes = "A flag in the metadata of end portal frames that indicates that the portal frame is facing the positive X direction.",
				},
				E_META_END_PORTAL_FRAME_ZM =
				{
					Notes = "A flag in the metadata of end portal frames that indicates that the portal frame is facing the negative Z direction.",
				},
				E_META_END_PORTAL_FRAME_ZP =
				{
					Notes = "A flag in the metadata of end portal frames that indicates that the portal frame is facing the positive Z direction.",
				},
				E_META_END_PORTAL_FRAME_XM_EYE =
				{
					Notes = "A flag in the metadata of end portal frames that indicates that the portal frame is facing the negative X direction and has an ender eye in it.",
				},
				E_META_END_PORTAL_FRAME_XP_EYE =
				{
					Notes = "A flag in the metadata of end portal frames that indicates that the portal frame is facing the positive X direction and has an ender eye in it.",
				},
				E_META_END_PORTAL_FRAME_ZM_EYE =
				{
					Notes = "A flag in the metadata of end portal frames that indicates that the portal frame is facing the negative Z direction and has an ender eye in it.",
				},
				E_META_END_PORTAL_FRAME_ZP_EYE =
				{
					Notes = "A flag in the metadata of end portal frames that indicates that the portal frame is facing the positive Z direction and has an ender eye in it.",
				},
				E_META_HEAD_CREEPER =
				{
					Notes = "A flag in the metadata of heads that indicates that the head is a creeper head.",
				},
				E_META_HEAD_DRAGON =
				{
					Notes = "A flag in the metadata of heads that indicates that the head is a dragon head.",
				},
				E_META_HEAD_PLAYER =
				{
					Notes = "A flag in the metadata of heads that indicates that the head is a player head.",
				},
				E_META_HEAD_SKELETON =
				{
					Notes = "A flag in the metadata of heads that indicates that the head is a skeleton head.",
				},
				E_META_HEAD_WITHER =
				{
					Notes = "A flag in the metadata of heads that indicates that the head is a wither head.",
				},
				E_META_HEAD_ZOMBIE =
				{
					Notes = "A flag in the metadata of heads that indicates that the head is a zombie head.",
				},
				E_META_SPONGE_DRY =
				{
					Notes = "A flag in the metadata of sponges that indicates that the sponge is dry.",
				},
				E_META_SPONGE_WET =
				{
					Notes = "A flag in the metadata of sponges that indicates that the sponge is wet.",
				},
				esBed =
				{
					Notes = "A bed explosion. The SourceData param is the {{Vector3i|position}} of the bed.",
				},
				esEnderCrystal =
				{
					Notes = "An ender crystal entity explosion. The SourceData param is the {{cEntity|ender crystal entity}} object.",
				},
				esGhastFireball =
				{
					Notes = "A ghast fireball explosion. The SourceData param is the {{cGhastFireballEntity|ghast fireball entity}} object.",
				},
				esMonster =
				{
					Notes = "A monster explosion (creeper). The SourceData param is the {{cMonster|monster entity}} object.",
				},
				esOther =
				{
					Notes = "Any other explosion. The SourceData param is unused.",
				},
				esPlugin =
				{
					Notes = "An explosion started by a plugin, without any further information. The SourceData param is unused. ",
				},
				esPrimedTNT =
				{
					Notes = "A TNT explosion. The SourceData param is the {{cTNTEntity|TNT entity}} object.",
				},
				esWitherBirth =
				{
					Notes = "An explosion at a wither's birth. The SourceData param is the {{cMonster|wither entity}} object.",
				},
				esWitherSkull =
				{
					Notes = "A wither skull explosion. The SourceData param is the {{cWitherSkullEntity|wither skull entity}} object.",
				},
				mtCustom =
				{
					Notes = "Send raw data without any processing",
				},
				mtDeath =
				{
					Notes = "Denotes death of player",
				},
				mtError =
				{
					Notes = "Something could not be done (i.e. command not executed due to insufficient privilege)",
				},
				mtFail =
				{
					Notes = "Something could not be done (i.e. command not executed due to insufficient privilege)",
				},
				mtFailure =
				{
					Notes = "Something could not be done (i.e. command not executed due to insufficient privilege)",
				},
				mtFatal =
				{
					Notes = "Something catastrophic occured (i.e. plugin crash)",
				},
				mtInfo =
				{
					Notes = "Informational message (i.e. command usage)",
				},
				mtInformation =
				{
					Notes = "Informational message (i.e. command usage)",
				},
				mtJoin =
				{
					Notes = "A player has joined the server",
				},
				mtLeave =
				{
					Notes = "A player has left the server",
				},
				mtMaxPlusOne =
				{
					Notes = "The first invalid type, used for checking on LuaAPI boundaries",
				},
				mtPM =
				{
					Notes = "Player to player messaging identifier",
				},
				mtPrivateMessage =
				{
					Notes = "Player to player messaging identifier",
				},
				mtSuccess =
				{
					Notes = "Something executed successfully",
				},
				mtWarning =
				{
					Notes = "Something concerning (i.e. reload) is about to happen",
				},
				hMain =
				{
					Notes = "The main hand",
				},
				hOff =
				{
					Notes = "The off hand",
				},
				mhLeft =
				{
					Notes = "The left hand is the main hand",
				},
				mhRight =
				{
					Notes = "The right hand is the main hand",
				},
				SKULL_TYPE_CREEPER =
				{
					Notes = "A creeper skull",
				},
				SKULL_TYPE_DRAGON =
				{
					Notes = "A dragon skull",
				},
				SKULL_TYPE_PLAYER =
				{
					Notes = "A player skull",
				},
				SKULL_TYPE_SKELETON =
				{
					Notes = "A skeleton skull",
				},
				SKULL_TYPE_WITHER =
				{
					Notes = "A wither skull",
				},
				SKULL_TYPE_ZOMBIE =
				{
					Notes = "A zombie skull",
				},
				spCape =
				{
					Notes = "The cape skin part",
				},
				spJacket =
				{
					Notes = "The jacket skin part",
				},
				spLeftSleeve =
				{
					Notes = "The left sleeve skin part",
				},
				spRightSleeve =
				{
					Notes = "The right sleeve skin part",
				},
				spLeftPants =
				{
					Notes = "The left pants leg skin part",
				},
				spRightPants =
				{
					Notes = "The right pants leg skin part",
				},
				spHat =
				{
					Notes = "The hat/head skin part",
				},
				spMask =
				{
					Notes = "A mask of all valid skin parts combined",
				},
			},
			ConstantGroups =
			{
				eBlockFace =
				{
					Include = "^BLOCK_FACE_.*",
					TextBefore = [[
						These constants are used to describe individual faces of the block. They are used when the
						client is interacting with a block in the {{OnPlayerBreakingBlock|HOOK_PLAYER_BREAKING_BLOCK}},
						{{OnPlayerBrokenBlock|HOOK_PLAYER_BROKEN_BLOCK}}, {{OnPlayerLeftClick|HOOK_PLAYER_LEFT_CLICK}},
						{{OnPlayerPlacedBlock|HOOK_PLAYER_PLACED_BLOCK}}, {{OnPlayerPlacingBlock|HOOK_PLAYER_PLACING_BLOCK}},
						{{OnPlayerRightClick|HOOK_PLAYER_RIGHT_CLICK}}, {{OnPlayerUsedBlock|HOOK_PLAYER_USED_BLOCK}},
						{{OnPlayerUsedItem|HOOK_PLAYER_USED_ITEM}}, {{OnPlayerUsingBlock|HOOK_PLAYER_USING_BLOCK}},
						and {{OnPlayerUsingItem|HOOK_PLAYER_USING_ITEM}} hooks, or when the {{cLineBlockTracer}} hits a
						block, etc.
					]],
				},
				eBlockType =
				{
					Include = "^E_BLOCK_.*",
					TextBefore = [[
						These constants are used for block types. They correspond directly with MineCraft's data values
						for blocks.
					]],
				},
				eClickAction =
				{
					Include = "^ca.*",
					TextBefore = [[
						These constants are used to signalize various interactions that the user can do with the
						{{cWindow|UI windows}}. The server translates the protocol events into these constants. Note
						that there is a global ClickActionToString() function that can translate these constants into
						their textual representation.
					]],
				},
				eDamageType =
				{
					Include = "^dt.*",
					TextBefore = [[
						These constants are used for specifying the cause of damage to entities. They are used in the
						{{TakeDamageInfo}} structure, as well as in {{cEntity}}'s damage-related API functions.
					]],
				},
				DigStatuses =
				{
					Include = "^DIG_STATUS_.*",
					TextBefore = [[
						These constants are used to describe digging statuses, but in reality cover several more cases.
						They are used with {{OnPlayerLeftClick|HOOK_PLAYER_LEFT_CLICK}}.
					]],
				},
				eDimension =
				{
					Include = "^dim.*",
					TextBefore = [[
						These constants represent dimension of a world. In Cuberite, the dimension is only reflected in
						the world's overall tint - overworld gets sky-like colors and dark shades, the nether gets
						reddish haze and the end gets dark haze. World generator is not directly affected by the
						dimension, same as fluid simulators; those only default to the expected values if not set
						specifically otherwise in the world.ini file.
					]],
				},
				eExplosionSource =
				{
					Include = "^es.*",
					TextBefore = [[
						These constants are used to differentiate the various sources of explosions. They are used in
						the {{OnExploded|HOOK_EXPLODED}} hook, {{OnExploding|HOOK_EXPLODING}} hook and in the
						{{cWorld}}:DoExplosionAt() function. These constants also dictate the type of the additional
						data provided with the explosions, such as the exploding creeper {{cEntity|entity}} or the
						{{Vector3i|coords}} of the exploding bed.
					]],
				},
				eGameMode =
				{
					Include =
					{
						"^gm.*",
						"^eGameMode_.*",
					},
					TextBefore = [[
						The following constants are used for the gamemode - survival, creative or adventure. Use the
						gmXXX constants, the eGameMode_ constants are deprecated and will be removed from the API.
					]],
				},
				eHand =
				{
					Include =
					{
						"hMain",
						"hOff",
					},
					TextBefore = [[
						These constants represent the main and off hand.  Currently, these constants are not used, but
						are provided for future use when dual-wielding is functional.  An action or item can be in the
						main hand or the off hand.  The main hand can be either the left or the right hand - use
						{{cPlayer}}:GetMainHand() to determine which (see {{Globals#eMainHand|eMainHand}}).
					]],
				},
				eMainHand =
				{
					Include =
					{
						"^mh.*",
					},
					TextBefore = [[
						These constants identify which hand is the main hand.  The main hand can either be the left hand
						or the right hand.  Note that this is only visual, as the client behaves the same regardless of the
						main hand setting.  See {{cPlayer}}:GetMainHand().
					]],
				},
				EMCSBiome =
				{
					Include = "^bi.*",
					TextBefore = [[
						These constants represent the biomes that the server understands. Note that there is a global
						StringToBiome() function that can convert a string into one of these constants.
					]],
				},
				eMessageType =
				{
					-- Need to be specified explicitly, because there's also eMonsterType using the same "mt" prefix
					Include =
					{
						"mtCustom",
						"mtDeath",
						"mtError",
						"mtFail",
						"mtFailure",
						"mtFatal",
						"mtInfo",
						"mtInformation",
						"mtJoin",
						"mtLeave",
						"mtMaxPlusOne",
						"mtPrivateMessage",
						"mtPM",
						"mtSuccess",
						"mtWarning",
					},
					TextBefore = [[
						These constants are used together with messaging functions and classes, they specify the type of
						message being sent. The server can be configured to modify the message text (add prefixes) based
						on the message's type.
					]],
				},
				eMobHeadType =
				{
					Include = "SKULL_TYPE_.*",
				},
				eMobHeadRotation =
				{
					Include = "SKULL_ROTATION_.*",
				},
				eMonsterType =
				{
					Include =
					{
						"mtInvalidType",
						"mtBat",
						"mtBlaze",
						"mtCaveSpider",
						"mtChicken",
						"mtCow",
						"mtCreeper",
						"mtEnderDragon",
						"mtEnderman",
						"mtGhast",
						"mtGiant",
						"mtGuardian",
						"mtHorse",
						"mtIronGolem",
						"mtMagmaCube",
						"mtMooshroom",
						"mtOcelot",
						"mtPig",
						"mtRabbit",
						"mtSheep",
						"mtSilverfish",
						"mtSkeleton",
						"mtSlime",
						"mtSnowGolem",
						"mtSpider",
						"mtSquid",
						"mtVillager",
						"mtWitch",
						"mtWither",
						"mtWolf",
						"mtZombie",
						"mtZombiePigman",
						"mtMax",
					},
					TextBefore = [[
						The following constants are used for distinguishing between the individual mob types:
					]],
				},
				eShrapnelLevel =
				{
					Include = "^sl.*",
					TextBefore = [[
						The following constants define the block types that are propelled outwards after an explosion.
					]],
				},
				eSkinPart =
				{
					Include =
					{
						"^sp.*",
					},
					TextBefore = [[
						These constants represent various skin part flags.
					]],
				},
				eSpreadSource =
				{
					Include = "^ss.*",
					TextBefore = [[
						These constants are used to differentiate the various sources of spreads, such as grass growing.
						They are used in the {{OnBlockSpread|HOOK_BLOCK_SPREAD}} hook.
					]],
				},
				eWeather =
				{
					Include =
					{
						"^eWeather_.*",
						"wSunny",
						"wRain",
						"wStorm",
						"wThunderstorm",
					},
					TextBefore = [[
						These constants represent the weather in the world. Note that unlike vanilla, Cuberite allows
						different weathers even in non-overworld {{Globals#eDimension|dimensions}}.
					]],
				},
				ItemTypes =
				{
					Include = "^E_ITEM_.*",
					TextBefore = [[
						These constants are used for item types. They correspond directly with MineCraft's data values
						for items.
					]],
				},
				MetaValues =
				{
					Include = "^E_META_.*",
				},
			},
		},
		ItemCategory =
		{
			Desc = [[
				This class contains static functions for determining item categories. All of the functions are
				called directly on the class table, unlike most other object, which require an instance first.
			]],
			Functions =
			{
				IsArmor =
				{
					IsStatic = true,
					Params =
					{
						{
							Name = "ItemType",
							Type = "number",
						},
					},
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns true if the specified item type is any kind of an armor.",
				},
				IsAxe =
				{
					IsStatic = true,
					Params =
					{
						{
							Name = "ItemType",
							Type = "number",
						},
					},
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns true if the specified item type is any kind of an axe.",
				},
				IsBoots =
				{
					IsStatic = true,
					Params =
					{
						{
							Name = "ItemType",
							Type = "number",
						},
					},
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns true if the specified item type is any kind of boots.",
				},
				IsChestPlate =
				{
					IsStatic = true,
					Params =
					{
						{
							Name = "ItemType",
							Type = "number",
						},
					},
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns true if the specified item type is any kind of a chestplate.",
				},
				IsHelmet =
				{
					IsStatic = true,
					Params =
					{
						{
							Name = "ItemType",
							Type = "number",
						},
					},
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns true if the specified item type is any kind of a helmet.",
				},
				IsHoe =
				{
					IsStatic = true,
					Params =
					{
						{
							Name = "ItemType",
							Type = "number",
						},
					},
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns true if the specified item type is any kind of a hoe.",
				},
				IsHorseArmor=
				{
					IsStatic = true,
					Params =
					{
						{
							Name = "ItemType",
							Type = "number",
						},
					},
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns true if the specified item type is any kind of a horse armor.",
				},
				IsLeggings =
				{
					IsStatic = true,
					Params =
					{
						{
							Name = "ItemType",
							Type = "number",
						},
					},
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns true if the specified item type is any kind of a leggings.",
				},
				IsMinecart =
				{
					IsStatic = true,
					Params =
					{
						{
							Name = "ItemType",
							Type = "number",
						},
					},
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns true if the specified item type is any kind of a minecart.",
				},
				IsPickaxe =
				{
					IsStatic = true,
					Params =
					{
						{
							Name = "ItemType",
							Type = "number",
						},
					},
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns true if the specified item type is any kind of a pickaxe.",
				},
				IsShovel =
				{
					IsStatic = true,
					Params =
					{
						{
							Name = "ItemType",
							Type = "number",
						},
					},
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns true if the specified item type is any kind of a shovel.",
				},
				IsSword =
				{
					IsStatic = true,
					Params =
					{
						{
							Name = "ItemType",
							Type = "number",
						},
					},
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns true if the specified item type is any kind of a sword.",
				},
				IsTool =
				{
					IsStatic = true,
					Params =
					{
						{
							Name = "ItemType",
							Type = "number",
						},
					},
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns true if the specified item type is any kind of a tool (axe, hoe, pickaxe, shovel or FIXME: sword)",
				},
			},
			AdditionalInfo =
			{
				{
					Header = "Code example",
					Contents = [[
						The following code snippet checks if the player holds a shovel.
<pre class="prettyprint lang-lua">
-- a_Player is a {{cPlayer}} object, possibly received as a hook param
local HeldItem = a_Player:GetEquippedItem()
if (ItemCategory.IsShovel(HeldItem.m_ItemType)) then
	-- It's a shovel
end
</pre>
					]],
				},
			},
		},
		lxp =
		{
			Desc = [[
				This class provides an interface to the XML parser,
				{{https://matthewwild.co.uk/projects/luaexpat/|LuaExpat}}. It provides a SAX interface with an
				incremental XML parser.</p>
				<p>
				With an event-based API like SAX the XML document can be fed to the parser in chunks, and the
				parsing begins as soon as the parser receives the first document chunk. LuaExpat reports parsing
				events (such as the start and end of elements) directly to the application through callbacks. The
				parsing of huge documents can benefit from this piecemeal operation.</p>
				<p>
				See the online
				{{https://matthewwild.co.uk/projects/luaexpat/manual.html#parser|LuaExpat documentation}} for details
				on how to work with this parser. The code examples below should provide some basic help, too.
			]],
			Functions =
			{
				new =
				{
					Params =
					{
						{
							Name = "CallbacksTable",
							Type = "table",
						},
						{
							Name = "SeparatorChar",
							Type = "string",
							IsOptional = true,
						},
					},
					Returns =
					{
						{
							Name = "XMLParser object",
							Type = "table",
						},
					},
					Notes = "Creates a new XML parser object, with the specified callbacks table and optional separator character.",
				},
			},
			Constants =
			{
				_COPYRIGHT =
				{
					Notes = "",
				},
				_DESCRIPTION =
				{
					Notes = "",
				},
				_VERSION =
				{
					Notes = "",
				},
			},
			AdditionalInfo =
			{
				{
					Header = "Parser callbacks",
					Contents = [[
						The callbacks table passed to the new() function specifies the Lua functions that the parser
						calls upon various events. The following table lists the most common functions used, for a
						complete list see the online
						{{https://matthewwild.co.uk/projects/luaexpat/manual.html#parser|LuaExpat documentation}}.</p>
						<table>
						<tr><th>Function name</th><th>Parameters</th><th>Notes</th></tr>
						<tr><td>CharacterData</td><td>Parser, string</td><td>Called when the parser recognizes a raw string inside the element</td></tr>
						<tr><td>EndElement</td><td>Parser, ElementName</td><td>Called when the parser detects the ending of an XML element</td></tr>
						<tr><td>StartElement</td><td>Parser, ElementName, AttributesTable</td><td>Called when the parser detects the start of an XML element. The AttributesTable is a Lua table containing all the element's attributes, both in the array section (in the order received) and in the dictionary section.</td></tr>
						</table>
					]],
				},
				{
					Header = "XMLParser object",
					Contents = [[
						The XMLParser object returned by lxp.new provides the functions needed to parse the XML. The
						following list provides the most commonly used ones, for a complete list see the online
						{{https://matthewwild.co.uk/projects/luaexpat/manual.html#parser|LuaExpat documentation}}.
						<ul>
							<li>close() - closes the parser, freeing all memory used by it.</li>
							<li>getCallbacks() - returns the callbacks table for this parser.</li>
							<li>parse(string) - parses more document data. the string contains the next part (or possibly all) of the document. Returns non-nil for success or nil, msg, line, col, pos for error.</li>
							<li>stop() - aborts parsing (can be called from within the parser callbacks).</li>
						</ul>
					]],
				},
				{
					Header = "Code example",
					Contents = [[
						The following code reads an entire XML file and outputs its logical structure into the console:
<pre class="prettyprint lang-lua">
local Depth = 0;

-- Define the callbacks:
local Callbacks = {
	CharacterData = function(a_Parser, a_String)
		LOG(string.rep(" ", Depth) .. "* " .. a_String);
	end

	EndElement = function(a_Parser, a_ElementName)
		Depth = Depth - 1;
		LOG(string.rep(" ", Depth) .. "- " .. a_ElementName);
	end

	StartElement = function(a_Parser, a_ElementName, a_Attribs)
		LOG(string.rep(" ", Depth) .. "+ " .. a_ElementName);
		Depth = Depth + 1;
	end
}

-- Create the parser:
local Parser = lxp.new(Callbacks);

-- Parse the XML file:
local f = io.open("file.xml", "rb");
while (true) do
	local block = f:read(128 * 1024);  -- Use a 128KiB buffer for reading
	if (block == nil) then
		-- End of file
		break;
	end
	Parser:parse(block);
end

-- Signalize to the parser that no more data is coming
Parser:parse();

-- Close the parser:
Parser:close();
</pre>
					]],
				},
			},
		},
		sqlite3 =
		{
			Desc = [[
			]],
			Functions =
			{
				complete =
				{
					IsStatic = true,
					IsGlobal = true,  -- Emulate a global function without a self parameter - this is called with a dot convention
					Params =
					{
						{
							Name = "SQL",
							Type = "string",
						},
					},
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns true if the input string comprises one or more complete SQL statements.",
				},
				open =
				{
					IsStatic = true,
					IsGlobal = true,  -- Emulate a global function without a self parameter - this is called with a dot convention
					Params =
					{
						{
							Name = "FileName",
							Type = "string",
						},
					},
					Returns =
					{
						{
							Name = "DBClass",
							Type = "SQLite DB object",
						},
					},
					Notes = [[
					Opens (or creates if it does not exist) an SQLite database with name filename and returns its
					handle (the returned object should be used for all further method calls in connection
					with this specific database, see
					{{http://lua.sqlite.org/index.cgi/doc/tip/doc/lsqlite3.wiki#database_methods|Database methods}}).
					Example:
<pre class="prettyprint lang-lua">
-- open the database:
myDB = sqlite3.open('MyDatabaseFile.sqlite3')

-- do some database calls...

-- Close the database:
myDB:close()
</pre>
				]],
				},
				open_memory =
				{
					IsStatic = true,
					IsGlobal = true,  -- Emulate a global function without a self parameter - this is called with a dot convention
					Returns =
					{
						{
							Name = "DBClass",
							Type = "SQLite DB object",
						},
					},
					Notes = "Opens an SQLite database in memory and returns its handle. In case of an error, the function returns nil, an error code and an error message. (In-memory databases are volatile as they are never stored on disk.)",
				},
				version =
				{
					IsStatic = true,
					IsGlobal = true,  -- Emulate a global function without a self parameter - this is called with a dot convention
					Returns =
					{
						{
							Type = "string",
						},
					},
					Notes = "Returns a string with SQLite version information, in the form 'x.y[.z]'.",
				},
			},
		},
		TakeDamageInfo =
		{
			Desc = [[
				This class contains the amount of damage, and the entity that caused the damage. It is used in the
				{{OnTakeDamage|HOOK_TAKE_DAMAGE}} hook and in the {{cEntity}}'s TakeDamage() function.
			]],
			Variables =
			{
				Attacker =
				{
					Type = "{{cEntity}}",
					Notes = "The entity who is attacking. Only valid if dtAttack.",
				},
				DamageType =
				{
					Type = "eDamageType",
					Notes = "Source of the damage. One of the dtXXX constants.",
				},
				FinalDamage =
				{
					Type = "number",
					Notes = "The final amount of damage that will be applied to the Receiver. It is the RawDamage minus any Receiver's armor-protection.",
				},
				Knockback =
				{
					Type = "{{Vector3d}}",
					Notes = "Vector specifying the amount and direction of knockback that will be applied to the Receiver ",
				},
				RawDamage =
				{
					Type = "number",
					Notes = "Amount of damage that the attack produces on the Receiver, including the Attacker's equipped weapon, but excluding the Receiver's armor.",
				},
			},
			AdditionalInfo =
			{
				{
					Header = "",
					Contents = [[
						The TDI is passed as the second parameter in the HOOK_TAKE_DAMAGE hook, and can be used to
						modify the damage before it is applied to the receiver:
<pre class="prettyprint lang-lua">
function OnTakeDamage(Receiver, TDI)
	LOG("Damage: Raw ".. TDI.RawDamage .. ", Final:" .. TDI.FinalDamage);

	-- If the attacker is a spider, make it deal 999 points of damage (insta-death spiders):
	if ((TDI.Attacker ~= nil) and TDI.Attacker:IsA("cSpider")) then
		TDI.FinalDamage = 999;
	end
end
</pre>
					]],
				},
			},
		},
		tolua =
		{
			Desc = [[
				This class represents the tolua bridge between the Lua API and Cuberite. It supports some low
				level operations and queries on the objects. See also the tolua++'s documentation at
				{{https://www8.cs.umu.se/kurser/TDBD12/VT04/lab/lua/tolua++.html#utilities}}. Normally you shouldn't use any of these
				functions except for type()
			]],
			Functions =
			{
				cast =
				{
					IsStatic = true,
					IsGlobal = true,  -- Emulate a global function without a self parameter - this is called with a dot convention
					Params =
					{
						{
							Name = "Object",
							Type = "any",
						},
						{
							Name = "TypeStr",
							Type = "string",
						},
					},
					Returns =
					{
						{
							Name = "Object",
							Type = "any",
						},
					},
					Notes = "Casts the object to the specified type.<br/><b>Note:</b> This is a potentially unsafe operation and it could crash the server. There is normally no need to use this function at all, so don't use it unless you know exactly what you're doing.",
				},
				getpeer =
				{
					Notes = "",
				},
				inherit =
				{
					Notes = "",
				},
				releaseownership =
				{
					Notes = "",
				},
				setpeer =
				{
					Notes = "",
				},
				takeownership =
				{
					Notes = "",
				},
				type =
				{
					IsStatic = true,
					IsGlobal = true,  -- Emulate a global function without a self parameter - this is called with a dot convention
					Params =
					{
						{
							Name = "Object",
							Type = "any",
						},
					},
					Returns =
					{
						{
							Name = "TypeStr",
							Type = "string",
						},
					},
					Notes = "Returns a string representing the type of the object. This works similar to Lua's built-in type() function, but recognizes the underlying C++ classes, too.",
				},
			},
		},
	},
	ExtraPages =
	{
		{
			FileName = "Writing-a-Cuberite-plugin.html",
			Title = "Writing a Cuberite plugin",
		},
		{
			FileName = "InfoFile.html",
			Title = "Using the Info.lua file",
		},
		{
			FileName = "SettingUpDecoda.html",
			Title = "Setting up the Decoda Lua IDE",
		},
		{
			FileName = "SettingUpZeroBrane.html",
			Title = "Setting up the ZeroBrane Studio Lua IDE",
		},
		{
			FileName = "UsingChunkStays.html",
			Title = "Using ChunkStays",
		},
		{
			FileName = "WebWorldThreads.html",
			Title = "Webserver vs World threads",
		},
	},
	IgnoreClasses =
	{
		"^coroutine$",
		"^g_TrackedPages$",
		"^debug$",
		"^io$",
		"^math$",
		"^package$",
		"^os$",
		"^string$",
		"^table$",
		"^g_Stats$",
	},
	IgnoreFunctions =
	{
		"Globals.assert",
		"%a+%.delete",
		"CreateAPITables",
		"DumpAPIHtml",
		"DumpAPITxt",
		"Initialize",
		"LinkifyString",
		"ListMissingPages",
		"ListUndocumentedObjects",
		"ListUnexportedObjects",
		"LoadAPIFiles",
		"Globals.collectgarbage",
		"ReadDescriptions",
		"ReadHooks",
		"WriteHtmlClass",
		"WriteHtmlHook",
		"WriteStats",
		"Globals.xpcall",
		"Globals.decoda_output",
		"sqlite3.__newindex",
		"%a+%.__%a+",
		"%a+%.%.collector",
		"%a+%.new",
		"%a+%.new_local",
	},
	IgnoreConstants =
	{
		"cChestEntity.__cBlockEntityWindowOwner__",
		"cDropSpenserEntity.__cBlockEntityWindowOwner__",
		"cFurnaceEntity.__cBlockEntityWindowOwner__",
		"cHopperEntity.__cBlockEntityWindowOwner__",
		"cLuaWindow.__cItemGrid__cListener__",
		"Globals._CuberiteInternal_.*",
		"Globals.esMax",
		"Globals.E_BLOCK_*",
	},
	IgnoreVariables =
	{
		"__.*__",
	},
}