summaryrefslogblamecommitdiffstats
path: root/Server/Plugins/APIDump/APIDesc.lua
blob: ce6277533db3de401fd73ced0c8944bf122b8947 (plain) (tree)
1
2
3
4
5
6
7
8
9
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
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
3457
3458
3459
3460
3461
3462
3463
3464
3465
3466
3467
3468
3469
3470
3471
3472
3473
3474
3475
3476
3477
3478
3479
3480
3481
3482
3483
3484
3485
3486
3487
3488
3489
3490
3491
3492
3493
3494
3495
3496
3497
3498
3499
3500
3501
3502
3503
3504
3505
3506
3507
3508
3509
3510
3511
3512
3513
3514
3515
3516
3517
3518
3519
3520
3521
3522
3523
3524
3525
3526
3527
3528
3529
3530
3531
3532
3533
3534
3535
3536
3537
3538
3539
3540
3541
3542
3543
3544
3545
3546
3547
3548
3549
3550
3551
3552
3553
3554
3555
3556
3557
3558
3559
3560
3561
3562
3563
3564
3565
3566
3567
3568
3569
3570
3571
3572
3573
3574
3575
3576
3577
3578
3579
3580
3581
3582
3583
3584
3585
3586
3587
3588
3589
3590
3591
3592
3593
3594
3595
3596
3597
3598
3599
3600
3601
3602
3603
3604
3605
3606
3607
3608
3609
3610
3611
3612
3613
3614
3615
3616
3617
3618
3619
3620
3621
3622
3623
3624
3625
3626
3627
3628
3629
3630
3631
3632
3633
3634
3635
3636
3637
3638
3639
3640
3641
3642
3643
3644
3645
3646
3647
3648
3649
3650
3651
3652
3653
3654
3655
3656
3657
3658
3659
3660
3661
3662
3663
3664
3665
3666
3667
3668
3669
3670
3671
3672
3673
3674
3675
3676
3677
3678
3679
3680
3681
3682
3683
3684
3685
3686
3687
3688
3689
3690
3691
3692
3693
3694
3695
3696
3697
3698
3699
3700
3701
3702
3703
3704
3705
3706
3707
3708
3709
3710
3711
3712
3713
3714
3715
3716
3717
3718
3719
3720
3721
3722
3723
3724
3725
3726
3727
3728
3729
3730
3731
3732
3733
3734
3735
3736
3737
3738
3739
3740
3741
3742
3743
3744
3745
3746
3747
3748
3749
3750
3751
3752
3753
3754
3755
3756
3757
3758
3759
3760
3761
3762
3763
3764
3765
3766
3767
3768
3769
3770
3771
3772
3773
3774
3775
3776
3777
3778
3779
3780
3781
3782
3783
3784
3785
3786
3787
3788
3789
3790
3791
3792
3793
3794
3795
3796
3797
3798
3799
3800
3801
3802
3803
3804
3805
3806
3807
3808
3809
3810
3811
3812
3813
3814
3815
3816
3817
3818
3819
3820
3821
3822
3823
3824
3825
3826
3827
3828
3829
3830
3831
3832
3833
3834
3835
3836
3837
3838
3839
3840
3841
3842
3843
3844
3845
3846
3847
3848
3849
3850
3851
3852
3853
3854
3855
3856
3857
3858
3859
3860
3861
3862
3863
3864
3865
3866
3867
3868
3869
3870
3871
3872
3873
3874
3875
3876
3877
3878
3879
3880
3881
3882
3883
3884
3885
3886
3887
3888
3889
3890
3891
3892
3893
3894
3895
3896
3897
3898
3899
3900
3901
3902
3903
3904
3905
3906
3907
3908
3909
3910
3911
3912
3913
3914
3915
3916
3917
3918
3919
3920
3921
3922
3923
3924
3925
3926
3927
3928
3929
3930
3931
3932
3933
3934
3935
3936
3937
3938
3939
3940
3941
3942
3943
3944
3945
3946
3947
3948
3949
3950
3951
3952
3953
3954
3955
3956
3957
3958
3959
3960
3961
3962
3963
3964
3965
3966
3967
3968
3969
3970
3971
3972
3973
3974
3975
3976
3977
3978
3979
3980
3981
3982
3983
3984
3985
3986
3987
3988
3989
3990
3991
3992
3993
3994
3995
3996
3997
3998
3999
4000
4001
4002
4003
4004
4005
4006
4007
4008
4009
4010
4011
4012
4013
4014
4015
4016
4017
4018
4019
4020
4021
4022
4023
4024
4025
4026
4027
4028
4029
4030
4031
4032
4033
4034
4035
4036
4037
4038
4039
4040
4041
4042
4043
4044
4045
4046
4047
4048
4049
4050
4051
4052
4053
4054
4055
4056
4057
4058
4059
4060
4061
4062
4063
4064
4065
4066
4067
4068
4069
4070
4071
4072
4073
4074
4075
4076
4077
4078
4079
4080
4081
4082
4083
4084
4085
4086
4087
4088
4089
4090
4091
4092
4949
4950
4951
4952
4953
4954
4955
4956
4957
4958
4959
4960
4961
4962
4963
4964
4965
4966
4967
4968
4969
4970
4971
4972
4973
4974
4975
4976
4977
4978
4979
4980
4981
4982
4983
4984
4985
4986
4987
4988
4989
4990
4991
4992
4993
4994
4995
4996
4997
4998
4999
5000
5001
5002
5003
5004
5005
5006
5007
5008
5009
5010
5011
5012
5013
5014
5015
5016
5017
5018
5019
5020
5021
5022
5023
5024
5025
5026
5027
5028
5029
5030
5031
5032
5033
5034
5035
5036
5037
5038
5039
5040
5041
5042
5043
5044
5045
5046
5047
5048
5049
5050
5051
5052
5053
5054
5055
5056
5057
5058
5059
5060
5061
5062
5063
5064
5065
5066
5067
5068
5069
5070
5071
5072
5073
5074
5075
5076
5077
5078
5079
5080
5081
5082
5083
5084
5085
5086
5087
5088
5089
5090
5091
5092
5093
5094
5095
5096
5097
5098
5099
5100
5101
5102
5103
5104
5105
5106
5107
5108
5109
5110
5111
5112
5113
5114
5115
5116
5117
5118
5119
5120
5121
5122
5123
5124
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
6954
6955
6956
6957
6958
6959
6960
6961
6962
6963
6964
6965
6966
6967
6968
6969
6970
6971
6972
6973
6974
6975
6976
6977
6978
6979
6980
6981
6982
6983
6984
6985
6986
6987
6988
6989
6990
6991
6992
6993
6994
6995
6996
6997
6998
6999
7000
7001
7002
7003
7004
7005
7006
7007
7008
7009
7010
7011
7012
7013
7014
7015
7016
7017
7018
7019
7020
7021
7022
7023
7024
7025
7026
7027
7028
7029
7030
7031
7032
7033
7034
7035
7036
7037
7038
7039
7040
7041
7042
7043
7044
7045
7046
7047
7048
7049
7050
7051
7052
7053
7054
7055
7056
7057
7058
7059
7060
7061
7062
7063
7064
7065
7066
7067
7068
7069
7070
7071
7072
7073
7074
7075
7076
7077
7078
7079
7080
7081
7082
7083
7084
7085
7086
7087
7088
7089
7090
7091
7092
7093
7094
7095
7096
7097
7098
7099
7100
7101
7102
7103
7104
7105
7106
7107
7108
7109
7110
7111
7112
7113
7114
7115
7116
7117
7118
7119
7120
7121
7122
7123
7124
7125
7126
7127
7128
7129
7130
7131
7132
7133
7134
7135
7136
7137
7138
7139
7140
7141
7142
7143
7144
7145
7146
7147
7148
7149
7150
7151
7152
7153
7154
7155
7156
7157
7158
7159
7160
7161
7162
7163
7164
7165
7166
7167
7168
7169
7170
7171
7172
7173
7174
7175
7176
7177
7178
7179
7180
7181
7182
7183
7184
7185
7186
7187
7188
7189
7190
7191
7192
7193
7194
7195
7196
7197
7198
7199
7200
7201
7202
7203
7204
7205
7206
7207
7208
7209
7210
7211
7212
7213
7214
7215
7216
7217
7218
7219
7220
7221
7222
7223
7224
7225
7226
7227
7228
7229
7230
7231
7232
7233
7234
7235
7236
7237
7238
7239
7240
7241
7242
7243
7244
7245
7246
7247
7248
7249
7250
7251
7252
7253
7254
7255
7256
7257
7258
7259
7260
7261
7262
7263
7264
7265
7266
7267
7268
7269
7270
7271
7272
7273
7274
7275
7276
7277
7278
7279
7280
7281
7282
7283
7284
7285
7286
7287
7288
7289
7290
7291
7292
7293
7294
7295
7296
7297
7298
7299
7300
7301
7302
7303
7304
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
8138
8139
8140
8141
8142
8143
8144
8145
8146
8147
8148
8149
8150
8151
8152
8153
8154
8155
8156
8157
8158
8159
8160
8161
8162
8163
8164
8165
8166
8167
8168
8169
8170
8171
8172
8173
8174
8175
8176
8177
8178
8179
8180
8181
8182
8183
8184
8185
8186
8187
8188
8189
8190
8191
8192
8193
8194
8195
8196
8197
8198
8199
8200
8201
8202
8203
8204
8205
8206
8207
8208
8209
8210
8211
8212
8213
8214
8215
8216
8217
8218
8219
8220
8221
8222
8223
8224
8225
8226
8227
8228
8229
8230
8231
8232
8233
8234
8235
8236
8237
8238
8239
8240
8241
8242
8243
8244
8245
8246
8247
8248
8249
8250
8251
8252
8253
8254
8255
8256
8257
8258
8259
8260
8261
8262
8263
8264
8265
8266
8267
8268
8269
8270
8271
8272
8273
8274
8275
8276
8277
8278
8279
8280
8281
8282
8283
8284
8285
8286
8287
8288
8289
8290
8291
8292
8293
8294
8295
8296
8297
8298
8299
8300
8301
8302
8303
8304
8305
8306
8307
8308
8309
8310
8311
8312
8313
8314
8315
8316
8317
8318
8319
8320
8321
8322
8323
8324
8325
8326
8327
8328
8329
8330
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
8851
8852
8853
8854
8855
8856
8857
8858
8859
8860
8861
8862
8863
8864
8865
8866
8867
8868
8869
8870
8871
8872
8873
8874
8875
8876
8877
8878
8879
8880
8881
8882
8883
8884
8885
8886
8887
8888
8889
8890
8891
8892
8893
8894
8895
8896
8897
8898
8899
8900
8901
8902
8903
8904
8905
8906
8907
8908
8909
8910
8911
8912
8913
8914
8915
8916
8917
8918
8919
8920
8921
8922
8923
8924
8925
8926
8927
8928
8929
8930
8931
8932
8933
8934
8935
8936
8937
8938
8939
8940
8941
8942
8943
8944
8945
8946
8947
8948
8949
8950
8951
8952
8953
8954
8955
8956
8957
8958
8959
8960
8961
8962
8963
8964
8965
8966
8967
8968
8969
8970
8971
8972
8973
8974
8975
8976
8977
8978
8979
8980
8981
8982
8983
8984
8985
8986
8987
8988
8989
8990
8991
8992
8993
8994
8995
8996
8997
8998
8999
9000
9001
9002
9003
9004
9005
9006
9007
9008
9009
9010
9011
9012
9013
9014
9015
9016
9017
9018
9019
9020
9021
9022
9023
9024
9025
9026
9027
9028
9029
9030
9031
9032
9033
9034
9035
9036
9037
9038
9039
9040
9041
9042
9043
9044
9045
9046
9047
9048
9049
9050
9051
9052
9053
9054
9055
9056
9057
9058
9059
9060
9061
9062
9063
9064
9065
9066
9067
9068
9069
9070
9071
9072
9073
9074
9075
9076
9077
9078
9079
9080
9081
9082
9083
9084
9085
9086
9087
9088
9089
9090
9091
9092
9093
9094
9095
9096
9097
9098
9099
9100
9101
9102
9103
9104
9105
9106
9107
9108
9109
9110
9111
9112
9113
9114
9115
9116
9117
9118
9119
9120
9121
9122
9123
9124
9125
9126
9127
9128
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
10269
10270
10271
10272
10273
10274
10275
10276
10277
10278
10279
10280
10281
10282
10283
10284
10285
10286
10287
10288
10289
10290
10291
10292
10293
10294
10295
10296
10297
10298
10299
10300
10301
10302
10303
10304
10305
10306
10307
10308
10309
10310
10311
10312
10313
10314
10315
10316
10317
10318
10319
10320
10321
10322
10323
10324
10325
10326
10327
10328
10329
10330
10331
10332
10333
10334
10335
10336
10337
10338
10339
10340
10341
10342
10343
10344
10345
10346
10347
10348
10349
10350
10351
10352
10353
10354
10355
10356
10357
10358
10359
10360
10361
10362
10363
10364
10365
10366
10367
10368
10369
10370
10371
10372
10373
10374
10375
10376
10377
10378
10379
10380
10381
10382
10383
10384
10385
10386
10387
10388
10389
10390
10391
10392
10393
10394
10395
10396
10397
10398
10399
10400
10401
10402
10403
10404
10405
10406
10407
10408
10409
10410
10411
10412
10413
10414
10415
10416
10417
10418
10419
10420
10421
10422
10423
10424
10425
10426
10427
10428
10429
10430
10431
10432
10433
10434
10435
10436
10437
10438
10439
10440
10441
10442
10443
10444
10445
10446
10447
10448
10449
10450
10451
10452
10453
10454
10455
10456
10457
10458
10459
10460
10461
10462
10463
10464
10465
10466
10467
10468
10469
10470
10471
10472
10473
10474
10475
10476
10477
10478
10479
10480
10481
10482
10483
10484
10485
10486
10487
10488
10489
10490
10491
10492
10493
10494
10495
10496
10497
10498
10499
10500
10501
10502
10503
10504
10505
10506
10507
10508
10509
10510
10511
10512
10513
10514
10515
10516
10517
10518
10519
10520
10972
10973
10974
10975
10976
10977
10978
10979
10980
10981
10982
10983
10984
10985
10986
10987
10988
10989
10990
10991
10992
10993
10994
10995
10996
10997
10998
10999
11000
11001
11002
11003
11004
11005
11006
11007
11008
11009
11010
11011
11012
11013
11014
11015
11016
11017
11018
11019
11020
11021
11022
11023
11024
11025
11026
11027
11028
11029
11030
11031
11032
11033
11034
11035
11036
11037
11038
11039
11040
11041
11042
11043
11044
11045
11046
11047
11048
11049
11050
11051
11052
11053
11054
11055
11056
11057
11058
11059
11060
11061
11062
11063
11064
11065
11066
11067
11068
11069
11070
11071
11072
11073
11074
11075
11076
11077
11078
11079
11080
11081
11082
11083
11084
11085
11086
11087
11088
11089
11090
11091
11092
11093
11094
11095
11096
11097
11098
11099
11100
11101
11102
11103
11104
11105
11106
11107
11108
11109
11110
11111
11112
11113
11114
11115
11116
11117
11118
11119
11120
11121
11122
11123
11124
11125
11126
11127
11128
11129
11130
11131
11132
11133
11134
11135
11136
11137
11138
11139
11140
11141
11142
11143
11144
11145
11146
11147
11148
11149
11150
11151
11152
11153
11154
11155
11156
11157
11158
11159
11160
11161
11162
11163
11164
11165
11166
11167
11168
11169
11170
11171
11172
11173
11174
11175
11176
11177
11178
11179
11180
11181
11182
11183
11184
11185
11186
11187
11188
11189
11190
11191
11192
11193
11194
11195
11196
11197
11198
11199
11200
11201
11202
11203
11204
11205
11206
11207
11208
11209
11210
11211
11212
11213
11214
11215
11216
11217
11218
11219
11220
11221
11222
11223
11224
11225
11226
11227
11228
11229
11230
11231
11232
11233
11234
11235
11236
11237
11238
11239
11240
11241
11242
11243
11244
11245
11246
11247
11248
11249
11250
11251
11252
11253
11254
11255
11256
11257
11258
11259
11260
11261
11262
11263
11264
11265
11266
11267
11268
11269
11270
11271
11272
11273
11274
11275
11276
11277
11278
11279
11280
11281
11282
11283
11284
11285
11286
11287
11288
11289
11290
11291
11292
11293
11294
11295
11296
11297
11298
11299
11300
11301
11302
11303
11304
11305
11306
11307
11428
11429
11430
11431
11432
11433
11434
11435
11436
11437
11438
11439
11440
11441
11442
11443
11444
11445
11446
11447
11448
11449
11450
11451
11452
11453
11454
11455
11456
11457
11458
11459
11460
11461
11462
11463
11464
11465
11466
11467
11468
11469
11470
11471
11472
11473
11474
11475
11476
11477
11478
11479
11480
11481
11482
11483
11484
11485
11486
11487
11488
11489
11490
11491
11492
11493
11494
11495
11496
11497
11498
11499
11500
11501
11502
11503
11504
11505
11506
11507
11508
11509
11510
11511
11512
11513
11514
11515
11516
11517
11518
11519
11520
11521
11522
11523
11524
11525
11526
11527
11528
11529
11530
11531
11532
11533
11534
11535
11536
11537
11538
11539
11540
11541
11542
11543
11544
11545
11546
11547
11548
11549
11550
11551
11552
11553
11554
11555
11556
11557
11558
11559
11560
11561
11562
11563
11564
11565
11566
11567
11568
11569
11570
11571
11572
11573
11574
11575
11576
11577
11578
11579
11580
11581
11582
11583
11584
11585
11586
11587
11588
11589
11590
11591
11592
11593
11594
11595
11596
11597
11598
11599
11600
11601
11602
11603
11604
11605
11606
11607
11608
11609
11610
11611
11612
11613
11614
11615
11616
11617
11618
11619
11620
11621
11622
11623
11624
11625
11626
11627
11628
11629
11630
11631
11632
11633
11634
11635
11636
11637
11638
11639
11640
11641
11642
11643
11644
11645
11646
11647
11648
11649
11650
11651
11652
11653
11654
11655
11656
11657
11658
11659
11660
11661
11662
11663
11664
11665
11666
11667
11668
11669
11670
11671
11672
11673
11674
11675
11676
11677
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
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
12001
12002
12003
12004
12005
12006
12007
12008
12009
12010
12011
12012
12013
12014
12015
12016
12017
12018
12019
12020
12021
12022
12023
12024
12025
12026
12027
12028
12029
12030
12031
12032
12033
12034
12035
12036
12037
12038
12039
12040
12041
12042
12043
12044
12045
12046
12047
12048
12049
12050
12051
12052
12053
12054
12055
12056
12057
12058
12059
12060
12061
12062
12063
12064
12065
12066
12067
12068
12069
12070
12071
12072
12073
12074
12075
12076
12077
12078
12079
12080
12081
12082
12083
12084
12085
12086
12087
12088
12089
12090
12091
12092
12093
12094
12095
12096
12097
12098
12099
12100
12101
12102
12103
12104
12105
12106
12107
12108
12109
12110
12111
12112
12113
12114
12115
12116
12117
12118
12119
12120
12121
12122
12123
12124
12125
12126
12127
12128
12129
12130
12131
12132
12133
12134
12135
12136
12137
12138
12139
12140
12141
12142
12143
12144
12145
12146
12147
12148
12149
12150
12151
12152
12153
12154
12155
12156
12157
12158
12159
12160
12161
12162
12163
12164
12165
12166
12167
12168
12169
12170
12171
12172
12173
12174
12175
12176
12177
12178
12179
12180
12181
12182
12183
12184
12185
12186
12187
12188
12189
12190
13203
13204
13205
13206
13207
13208
13209
13210
13211
13212
13213
13214
13215
13216
13217
13218
13219
13220
13221
13222
13223
13224
13225
13226
13227
13228
13229
13230
13231
13232
13233
13234
13235
13236
13237
13238
13239
13240
13241
13242
13243
13244
13245
13246
13247
13248
13249
13250
13251
13252
13253
13254
13255
13256
13257
13258
13259
13260
13261
13262
13263
13264
13265
13266
13267
13268
13269
13270
13271
13272
13273
13274
13275
13276
13277
13278
13279
13280
13281
13282
13283
13284
13285
13286
13287
13288
13289
13290
13291
13292
13293
13294
13295
13296
13297
13298
13299
13300
13301
13302
13303
13304
13305
13306
13307
13308
13309
13310
13311
13312
13313
13314
13315
13316
13317
13318
13319
13320
13321
13322
13323
13324
13325
13326
13327
13328
13329
13330
13331
13332
13333
13334
13335
13336
13337
13338
13339
13340
13341
13342
13343
13344
13345
13346
13347
13348
13349
13350
13351
13352
13353
13354
13355
13356
13357
13358
13359
13360
13361
13362
13363
13364
13365
13366
13367
13368
13369
13370
13371
13372
13373
13374
13375
13376
13377
13378
13379
13380
13381
13382
13383
13384
13385
13386
13387
13388
13389
13390
13391
13392
13393
13394
13395
13396
13397
13398
13399
13400
13401
13402
13403
13404
13405
13406
13407
13408
13409
13410
13411
13412
13413
13414
13415
13416
13417
13418
13419
13420
13421
13422
13423
13424
13425
13426
13427
13428
13429
13430
13431
13432
13433
13434
13435
13436
13437
13438
13439
13440
13441
13442
13443
13444
13445
13446
13447
13448
13449
13450
13451
13452
13453
13454
13455
13456
13457
13458
13459
13460
13461
13462
13463
13464
13465
13466
13467
13468
13469
13470
13471
13472
13473
13474
13475
13476
13477
13478
13479
13480
13481
13482
13483
13484
13485
13486
13487
13488
13489
13490
13491
13492
13493
13494
13495
13496
13497
13498
13499
13500
      

                 
         
                    



                                                                                                                                         
 

                                   
                                              
                                 



















                                                                                                                             
                           
 



                                                                                      
 

                                        
                                                                             






                                                                                                                                                                         
 



                                                                                                       
 










                                                                                                           
 
                                                                                                                   
                  
                    
 






                                                                                          





















































                                                                                                                     
















                                                                                                                 
                                  













































                                                                                                               





                                                                        
                                                                                                                                          












































































































                                                                                                                                 

















                                                                                                                     


                                   




                                                                                                       









                                                                                                                 




                                                                                                                        
























                                                                                                    











                                                                                                                      

                            


                                                                                             
                                   
                         
 

                                   
                         
                                       
                                 
                                                   
                                  
                                      
                                 


                                                   
                                 
                                                   
                                  
                                       
                                 


                                                                                                     
                                 
































































































































































































































































































































































































































































































































































































































































































































































































































































































                                                                                                                                                                                                                                                                                                                                                                                                                        














                                                                                                                   

                          

                               
                                 


                                                                                                                                   
                           

                                   
























































































































































































































                                                                                                                                                                                                                                                                                                                                                                               



                                                                                                                                                                                               














                                                                                                     















































                                                                                                                                                                                             






























                                                                                                                                                                                                                                              


















                                                                                                                                                                                                                






























































                                                                                                                                                                                                                                                                                                                                                         


                                   







                                                                                         
                          
                  











































































































































































                                                                                                                                                






                                                                                                                                    


                                                                                                                                












                                                                                                                                  
                                                                                                                                                               


                                   

























































































































                                                                                                                                                           





                                                                      

                                                                                     

                                             
                                         
                                                                                        














                                                                                        
                                                                                        



































































































                                                                                                                                                                                                                                                                                                                                                                                                                                                    
                          












                                                                                                                                                
                                                                                                         






                                                                                                                                   

                          

                               
                                 
                                                                                                  

                                                                                                                                




                                                                                                                               
                           

                                   
















































































                                                                                                                                                                                                                             
                                         
                                 











































                                                                                                
                                  
                          
                  

                                 

                                                                                                                                                                                                                                                                                                                                                                                                                                                                                 
    
                                                                                                                         


                                   
                                       
                                 
                                                                                                         
                                  
                                                    
                                 







                                                                                                                                    
                                  









































































































































                                                                                                                                      

                                                                                           
                                                                                                                                       




                                                                                                                                                                                                                

                                   











































































                                                                                                                                              
                          
                  

                               













                                                                                                                                    

                                   

























                                                                                                                                                                                                                                                   

                                             




















































                                                                                                                                                      
















                                                                                                                                                                         




































































                                                                                                                                                                
                                  


                                   































































































                                                          

                          

                         














                                                                                                                                    
                                                                                                                              


                                                                                                                                   
                           

                                   

                                             




























































                                                                                                                          
                                  

                                          





























                                                                                                                     
                                 









                                                                                                              
                                 







                                                                                                              
                                  
                                           
                                 








                                                                                                              










                                                                                                                               
                                                    
                                 













                                                                                                                       
                                  
                                         
                                 








                                                                                                                                                                              
                                  









                                                                                                                                         
                                             
                                 








                                                                                                                                                                 
                                 





















                                                                                                                                                                                                                
                                  
                                           
                                 






                                                                                                                 
                                  
                                           
                                 






                                                                                                                 
                                  
                                          
                                 






                                                                                                                          
                                  
                                                
                                 
                                                        





                                                                        
                                                                                                                                                    
                                  
























                                                                                                                                                                                                                                    
                                               
                                 



                                                                            
                                                                                     

                                                  
                                                                                                                                                                                                                                                                               
                                  
                                                  
                                 






                                                                                                                                                                 
                                  
                                                       
                                 






                                                                                                                                                                           
                                  
                                                   
                                 






                                                                                                                                                                   
                                  
                                                     
                                 






                                                                                                                                                                       
                                  
                                                   
                                 






                                                                                                                                                                   
                                  
                                            
                                 






                                                                                                                                               
                                  
                                            
                                 








                                                                                                                             
                                 






                                                                                            
                                  
                                           
                                 






                                                                                            
                                  
                                                      
                                 






                                                                                                                                                                                                                                
                                  
                                                           
                                 













                                                                                                                                                                   
                                  
                                               
                                 








                                                                                                                               
                                 






                                                                                                    
                                  
                                              
                                 






                                                                                                                          
                                  
                                                
                                 






                                                                                                              
                                  
                                          
                                 






                                                                                                                                                                                                                                                
                                  
                                             
                                 






                                                                                                     
                                  
                                         
                                 






                                                                                            
                                  
                                         
                                 






                                                                                            
                                  
                                         
                                 






                                                                                            
                                  
                                                     
                                 













                                                                                                                                                                                                                                                                                                                                           
                                  
                                         
                                 






                                                                                                                        
                                  
                                          
                                 






                                                                                                  
                                  
                                           
                                 






                                                                                         
                                  
                                           
                                 






                                                                                         
                                  
                                           
                                 



























































































































































































































































































































































































































































































































































































































































                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                          










































































































































































































                                                                                                                                                                                                                                                      
                                  


                                   



                                                                                                                                                                                           





























































                                                                                                   
                         
                                             



                                                                                                                                       
                          

                               
                 

                                   



























































































                                                                                                                                                                       









                                                              
                       
                 
                                 




                                                                                                                                  


                                   
                                               
                                 







































































































































































































                                                                                                                                                                                                                                                                                                                                                          
                                                                       

                                                  
                                                                                                                                                                                                                                                                                                                                                          



























































































































                                                                                                                                                                                                                                                                      
                                  
                          

                          

                                 
                                                                                                 


                                   































                                                                                                                                                         








                                                                                                                                                                                                                   
                          
                                             

                                
                 

                                   





















                                                                                                       

                                             

                          

                                 


                                                                                                                                 
                                   






                                                                          
 






                                                                                                                                    
                                   





                                                                                                                                    
                           

                                   
                                                  
                                 









                                                                                                  
                                 



















































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































                                                                                                                                                                                                                                                                                                                          
                                                                                                                                                                                                                                                                                                                                                                                                           















































                                                                                                                                                        








                                                                                       
                                  














































































































































































































                                                                                                                                                                                                                                                                                      









                                                                               
                                  
























































                                                                                                  







                                                                                          

















































                                                                                                                                        










































                                                                                                                                                                                                                                                                                                                                                      











































                                                                                           
                                                                               






























































































































































                                                                                                                                                                                                                                                                    
                                                                          








                                                                         
                                                                                                                                                                                                                                                                                                     






























                                                                                                                                                                                    





                                                                         













































                                                                                                                                                                                                                    
                                             
                                 

                                                                                                                
































































































































































































































































































































































































































































































































































































































































































































































                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                           

                                                                                                            















                                                                                                                                                     

                                                                                        

























































































































































































                                                                                                                                            
                                                        
















                                                                                                                                                                 
                                                        

















                                                                          
                                                                                                                                                                                                                                                                                                                                                
































































































                                                                                                                                                                                                                                                                                                                                  










                                                                                                                                                                                                                             































                                                                                                                                        










                                                                                                                                                                                                                                                                                                                                                                                                                                                                                      
























                                                                                                                                                                                                                                                                                                                                                                                                              
                                                                                                                                                                                                                                                                                 













                                                                                                             






                                                                                     



                                                                               
                               











































































































































































































































































































































































































































































































                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                 
                                                                                      








                                                                                  
                                                                                                                                                                                 





































                                                                                                                                                       
                                                                                      

                                                  
                                                                                                                         

































































                                                                                                                                                             
                                                                                      







                                                                        
                                                                                                                                                                                 







                                                                         
                                                                                      














































































                                                                                                                                                                                                             
                                                                                      

                                                  
                                                                                                                                                                                              


























































































































































































































































































































































































































































































                                                                                                                                                                                                                                                                                                              


















































































                                                                                                                                                                       























                                                                                                                                          

                                                                                 




















































































































                                                                                                                                                                          




                                                                                                                               
                                                                                                  


                                   









                                                                                                                                





































                                                                                                                                                             









                                                                                                                






























                                                                                                                                      





















                                                                                                                                                                                                                                               


















































                                                                                                                                               









                                                                                                 
















































































































                                                                                                                                                                                                                                                   









                                                                                                         



















                                                                                                                                                     

























                                                                                                                                                              
                                                                                   


































































































                                                                                                                                                                                                                                                                                                                                      
                                                                                   












































                                                                                                                                                                                                                                                                                                                                                                                                                 









                                                                                  
























                                                                                                                                                                                                         
                                                                       

                                                  
                                                                                                                                                               










                                                                                                   
                                                 



                                                 
                                                                       

                                                  
                                                                                                                                       










                                                                                                                                                                                                               







                                                                        
                                                                                                                                                                                                                                                   
                                  



























































































































                                                                                                                                                                                                                                      
















                                                                                                                 



























































































































































































































































                                                                                                                                                                                                                                                                                                                                                                                                                        















                                                                                                                                                                                                                                                









































































































                                                                                                                                                                                                                                               
                                                                        
















































                                                                                                                                                                                                                                                                                             










                                                                                                                                                                


















































































                                                                                                                                                                                       
                                                                                   



















                                                                                                                                                                                                                                                                           










                                                                                    
































                                                                                                                                                                                                              








                                                                        
                                                                                                                                                                                  
                                  










































































































                                                                                                                                                                                                         

                              















































































































































































































































































































































                                                                                                                                                                                                                                                                                                                                                                                                                                           
                                                        

















                                                                                                                                                                                       

                                                               
                                                        














































                                                                                                                                                                                                    
                                                        

















































                                                                                                                                                                                                                      


































































































































































































































































































































                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                  









                                                                                                        













































                                                                                                                        
                                                                        














































                                                                                                                                
                                                        
















                                                                                         
                                                        




















                                                                                                                                                          
                                                        
















                                                                                      
                                                        
















                                                                                 
                                                        


































































































































































































































































                                                                                                                                                           
                                                                        









































































































                                                                                                                                                                                                                                                                   





































                                                                                                                                                   
















































































































































































                                                                                                                                                                                              

                                                                               

























































































                                                                                                                                                                                                                                                                                       










                                                             


















































































































































































































































                                                                                                                                              
                         

                                 

                                                                                                                                 


                                   










































                                                                                                                                                                  












































                                                                                                                                            





























































































                                                                                                                                                                                                   
















                                                                                                                                                 
















                                                                                                                                      




























                                                                                                                                                                                                                                                                                          














                                                                                                                                                                                                                 









                                                                                                                                          














                                                                                                                                                                                                                               
















                                                                                                                                                  

































                                                                                                                                                                                                                                                                                                    









































































































































































































































































































                                                                                                                                                                                                                                          
















                                                                                                          













































































































                                                                                                                                                                                                                                                                                                             
                                                                                   
















                                                                                                                                                                                                          
                                                                                     
















                                                                                                                                                                                                     
                                                                                    

                                                  
                                                                                                                                                                                                          


































                                                                                                                                                          
                                                                              

                                                  
                                                                                                                                                                                                            


































                                                                                                             
                          
                                   
                         



























































































































                                                                                                                               



















































































































                                                                                      



                                                                                    



                                                                                     







                                                                                     



                                                                                          



                                                                                    



















                                                                                 



                                                                                           



                                                                                  



                                                                                     



































































































                                                                                       







                                                                                   







                                                                                  



                                                                                          



                                                                                    











































































































































































                                                                                             



                                                                                          



                                                                                    



                                                                                           



                                                                                     











































































































                                                                                                 



                                                                                                



                                                                                          



                                                                                                



                                                                                          







                                                                                                 



                                                                                          



                                                                                    







                                                                               



                                                                                             



                                                                                       



























































































                                                                                       



                                                                            



                                                                            



                                                                                           



                                                                                      



                                                                              



                                                                                          



                                                                                    



































                                                                                      



                                                                                            



                                                                                      



































































                                                                                         



                                                                                         























                                                                                        



                                                                                   







































































































































































































                                                                                           



                                                                                           



                                                                                     































                                                                                         



                                                                                            



                                                                                      







                                                                          



                                                                              























                                                                               















                                                                                 



































































































                                                                                      



                                                                               















































                                                                                  



                                                                                















































                                                                                      



                                                                                







                                                                      



                                                                         















                                                                                 



                                                                              















































































































































































                                                                                       



                                                                              















                                                                               



                                                                              











































                                                                                     



                                                                                   























































































                                                                                              



                                                                                      









                                                                         
                                                                                                               
















































































                                                                                      







                                                                                















                                                                            



                                                                                 



                                                                             







                                                                                























































                                                                                







                                                                                   











































                                                                                 























































































                                                                                                                                                                                                     



                                                                                                                         































































































































                                                                                                                                                   




















                                                                                                                                                                                                                                                                          
                                 
                                                                                                                                                                                         
                                  
                                                              
                                 


                                                                                                                                                                                         
                                 
                                                                                                                                                                                         
                                  






















                                                                                                                                   
                                  
                                       
                                 
                                                                                                                                 
                                  
                                                
                                 


                                                                                                                                                          
                                 






















                                                                                                                                                                 
                                 

                                                                                                                                                           



























































                                                                                                                                        















                                                                                  























                                                                   































                                                                                          
                          
                                        
                         
                                            
                                 















































































                                                                                                                                                     










                                                                                                                                              
                                                                                                                                   













                                                                                                                                                   







                                                                                                                                             


























                                                                                                                                                







                                                                      
                                              


                                                 
































                                                                 








                                                                                                                                     
                                                                                                                                              

                                           









                                                                                                  





                                                                                                                                                

                                           




























                                                                                                                                              







                                                                                                                              























































































































































































































                                                                                                                                                            








                                                                                                               

                                                    



                                           
                                  
                          
                  

















                                                                                                                                    









                                                                                
                                                                        






                                                                                  
                                                                       



                                                                                                                                                        


                                   











                                                   











































                                                                                                                                                                                                                                                                                                                                                            
 
































                                                                             

                          



                                 

                                   

                                          

                                                                                                                                                      
















                                                                                                                                  

                                                                                                                                                      














                                                                                  
                                                                                                                                     
                                                                                                                             






                                                                                                                                         
                            



                      



                                             

                                                                                                                                                      










                                                                                                                                                                                                                                                                     

                                                                                                                                                      







                                                                                                                           

                          

                                




                                                                                                                                  
                         
























                                                                                                                                                                                           
                          
                                        
                         





                                                                                                                                          
                                    









                                                                                                

                          


                                 
                                                                                                                             

                                                                                                                                 
                                                           


                                   
                                      
                                 

                                                                                                                                                      



                                                                        
                                                                     









                                                                         
                                                                     


                                                                                                                                                                                                                                                                                                   
                                  
                                         
                                 
                                                   
                                  
                                         
                                 
                                                   
                                  
                                                  
                                 
                                                   
                                  
                                         
                                 
                                                   
                                  
                                               
                                 
                                                   
                                  
                                      
                                 

                                                                                                                                                      



                                                                        
                                                                     









                                                                                                                                                                                                              
                                  
                          



























                                                                          
          
                       
         
                              
                                   







                            
          


                                 
                              

                                  


                                
                                   

                                          
                               
                                         
                                   
                            
                                 
                                
                             






                                        
          






                                                                 
                                               
                                
          

                         


                         
 
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 and register 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.",
				},
				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 whether the specified block type will be destroyed after a single hit.",
				},
				IsPistonBreakable =
				{
					IsStatic = true,
					Params =
					{
						{
							Name = "BlockType",
							Type = "number",
						},
					},
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns whether a piston can break the specified block 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",
				},
				m_CanBeTerraformed =
				{
					Type = "bool",
					Notes = "Is this block suited to be terraformed?",
				},
				m_FullyOccupiesVoxel =
				{
					Type = "bool",
					Notes = "Does this block fully occupy its voxel - is it a 'full' block?",
				},
				m_Hardness =
				{
					Type = "number",
					Notes = "The greater the value the longer the player needs to break the block.",
				},
				m_IsSnowable =
				{
					Type = "bool",
					Notes = "Can this block hold snow atop?",
				},
				m_IsSolid =
				{
					Type = "bool",
					Notes = "Is this block solid (player cannot walk through)?",
				},
				m_LightValue =
				{
					Type = "number",
					Notes = "How much light do the blocks emit on their own?",
				},
				m_OneHitDig =
				{
					Type = "bool",
					Notes = "Is a block destroyed after a single hit?",
				},
				m_PistonBreakable =
				{
					Type = "bool",
					Notes = "Can a piston break this block?",
				},
				m_SpreadLightFalloff =
				{
					Type = "number",
					Notes = "How much light do the blocks consume?",
				},
				m_Transparent =
				{
					Type = "bool",
					Notes = "Is a block completely transparent? (light doesn't get decreased(?))",
				},
			},
		},
		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.",
				},
				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.",
				},
				IsUUIDOnline =
				{
					IsStatic = true,
					Params =
					{
						{
							Name = "UUID",
							Type = "string",
						},
					},
					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). If the string given is not a valid UUID, returns false.",
				},
				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 = "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%)",
				},
				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(), "http://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.",
				},
				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.",
				},
				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",
				},
				IsItemFrame =
				{
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns true if the entity is an item frame.",
				},
				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 mob or player is submerged in water (head is in a water block). Note, this function is only updated with mobs or players.",
				},
				IsSwimming =
				{
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns true if the mob or player is swimming in water (feet are in a water block). Note, this function is only updated with mobs or players.",
				},
				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.",
				},
				KilledBy =
				{
					Notes = "FIXME: Remove this from API",
				},
				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). <b>OBSOLETE</b>, use ScheduleMoveToWorld() instead.",
					},
					{
						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). <b>OBSOLETE</b>, use ScheduleMoveToWorld() instead.",
					},
					{
						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. <b>OBSOLETE</b>, use ScheduleMoveToWorld() instead.",
					},
				},
				ScheduleMoveToWorld =
				{
					Params =
					{
						{
							Name = "World",
							Type = "cWorld",
						},
						{
							Name = "NewPosition",
							Type = "Vector3d",
						},
						{
							Name = "ShouldSetPortalCooldown",
							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.",
				},
				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.",
				},
				SetHeight =
				{
					Notes = "FIXME: Remove this from API",
				},
				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",
				},
				SetWidth =
				{
					Notes = "FIXME: Remove this from API",
				},
				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 = "",
				},
				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 =
				{
					Notes = "Removes one item from the hotbar's currently selected slot",
				},
				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 = "PrioritarySlot",
							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 PrioritarySlot is set to a non-negative value, then the corresponding slot will be used first (if empty or compatible with added items). If PrioritarySlot 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 = "PrioritarySlot",
							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 PrioritarySlot is set to a non-negative value, then the corresponding slot will be used first (if empty or compatible with added items). If PrioritarySlot 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",
					},
				},
				Clear =
				{
					Notes = "Removes all items from the collection",
				},
				constructor =
				{
					Returns =
					{
						{
							Type = "cItems",
						},
					},
					Notes = "Creates a new 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 works with short UUIDs internally, but
				will convert to dashed UUIDs where needed - in the protocol login for example. 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 = "string",
						},
					},
					Notes = "Adds the specified PlayerName-to-UUID mapping into the cache, with current timestamp. Accepts both short or dashed UUIDs. ",
				},
				GetPlayerNameFromUUID =
				{
					IsStatic = true,
					Params =
					{
						{
							Name = "UUID",
							Type = "string",
						},
						{
							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 = "string",
						},
					},
					Returns =
					{
						{
							Name = "DashedUUID",
							Type = "string",
						},
					},
					Notes = "Converts the UUID to a dashed format (\"01234567-8901-2345-6789-012345678901\"). Accepts both dashed or short UUIDs. Logs a warning and returns an empty string if UUID format not recognized.",
				},
				MakeUUIDShort =
				{
					IsStatic = true,
					Params =
					{
						{
							Name = "UUID",
							Type = "string",
						},
					},
					Returns =
					{
						{
							Name = "ShortUUID",
							Type = "string",
						},
					},
					Notes = "Converts the UUID to a short format (without dashes, \"01234567890123456789012345678901\"). Accepts both dashed or short UUIDs. Logs a warning and returns an empty string if UUID format not recognized.",
				},
			},
		},
		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 =
			{
				FamilyFromType =
				{
					IsStatic = true,
					Params =
					{
						{
							Name = "MobType",
							Type = "Globals#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.",
				},
				GetMobFamily =
				{
					Returns =
					{
						{
							Name = "MobFamily",
							Type = "cMonster#eFamily",
						},
					},
					Notes = "Returns this mob's family ({{cMonster#eFamily|mfXXX}} constant)",
				},
				GetMobType =
				{
					Returns =
					{
						{
							Name = "MobType",
							Type = "Globals#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.",
				},
				MobTypeToString =
				{
					IsStatic = true,
					Params =
					{
						{
							Name = "MobType",
							Type = "Globals#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 = "Globals#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",
				},
				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 = "Globals#eMonsterType",
						},
					},
					Notes = "Returns the mob type ({{Globals#eMonsterType|mtXXX}} constant) parsed from the string type (\"creeper\"), or mtInvalidType if unrecognized.",
				},
			},
			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",
						},
						{
							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",
				},
				GetHealth =
				{
					Returns =
					{
						{
							Type = "number",
						},
					},
				},
				HasEntityEffect =
				{
					Params =
					{
						{
							Name = "EffectType",
							Type = "cEntityEffect",
						},
					},
					Returns =
					{
						{
							Type = "boolean",
						},
					},
					Notes = "Returns true, if the supplied entity effect type is currently applied",
				},
				Heal =
				{

				},
				KilledBy =
				{

				},
				RemoveEntityEffect =
				{
					Params =
					{
						{
							Name = "EffectType",
							Type = "cEntityEffect",
						},
					},
					Notes = "Removes a currently applied entity effect",
				},
				TakeDamage =
				{

				},
				TeleportTo =
				{

				},
				TeleportToEntity =
				{

				},
			},
			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",
						},
					},
					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.",
				},
				FoodPoison =
				{
					Params =
					{
						{
							Name = "NumTicks",
							Type = "number",
						},
					},
					Notes = "Starts the food poisoning for the specified amount of ticks; if already foodpoisoned, sets FoodPoisonedTicksRemaining to the larger of the two",
				},
				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 = "Globals#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)",
				},
				GetFoodPoisonedTicksRemaining =
				{
					Notes = "Returns the number of ticks left for the food posoning effect",
				},
				GetFoodSaturationLevel =
				{
					Returns =
					{
						{
							Type = "number",
						},
					},
					Notes = "Returns the food saturation (overcharge of the food level, is depleted before food level)",
				},
				GetFoodTickTimer =
				{
					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 = "Globals#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.",
				},
				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.",
				},
				MoveTo =
				{
					Params =
					{
						{
							Name = "NewPosition",
							Type = "Vector3d",
						},
					},
					Notes = "Tries to move the player into the specified position.",
				},
				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, doesn't show for < 1.8 clients).",
				},
				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 (doesn't show for < 1.8 clients).",
				},
				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",
						},
					},
					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)",
				},
				SetFoodPoisonedTicksRemaining =
				{
					Params =
					{
						{
							Name = "FoodPoisonedTicksRemaining",
							Type = "number",
						},
					},
					Notes = "Sets the number of ticks remaining for food poisoning. Doesn't send foodpoisoning effect to the client, use FoodPoison() for that.",
				},
				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 = "Globals#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 = "string",
						},
						{
							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.",
				},
			},
			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.",
				},
				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\").",
				},
			},
		},
		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>
					]],
				},
			},
		},
		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 = "Globals#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 = "Globals#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 = "Globals#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_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_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_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_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.",
				},
				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.",
				},
				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,
				{{http://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
				{{http://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
						{{http://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
						{{http://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
				{{http://www.codenix.com/~tolua/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",
	},
	IgnoreVariables =
	{
		"__.*__",
	},
}