summaryrefslogtreecommitdiffstats
path: root/MCServer/Plugins/APIDump/APIDesc.lua
blob: 692ca80ac3ebbcf071d552cd7fadeb794f76796f (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
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
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
1455
1456
1457
1458
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
1471
1472
1473
1474
1475
1476
1477
1478
1479
1480
1481
1482
1483
1484
1485
1486
1487
1488
1489
1490
1491
1492
1493
1494
1495
1496
1497
1498
1499
1500
1501
1502
1503
1504
1505
1506
1507
1508
1509
1510
1511
1512
1513
1514
1515
1516
1517
1518
1519
1520
1521
1522
1523
1524
1525
1526
1527
1528
1529
1530
1531
1532
1533
1534
1535
1536
1537
1538
1539
1540
1541
1542
1543
1544
1545
1546
1547
1548
1549
1550
1551
1552
1553
1554
1555
1556
1557
1558
1559
1560
1561
1562
1563
1564
1565
1566
1567
1568
1569
1570
1571
1572
1573
1574
1575
1576
1577
1578
1579
1580
1581
1582
1583
1584
1585
1586
1587
1588
1589
1590
1591
1592
1593
1594
1595
1596
1597
1598
1599
1600
1601
1602
1603
1604
1605
1606
1607
1608
1609
1610
1611
1612
1613
1614
1615
1616
1617
1618
1619
1620
1621
1622
1623
1624
1625
1626
1627
1628
1629
1630
1631
1632
1633
1634
1635
1636
1637
1638
1639
1640
1641
1642
1643
1644
1645
1646
1647
1648
1649
1650
1651
1652
1653
1654
1655
1656
1657
1658
1659
1660
1661
1662
1663
1664
1665
1666
1667
1668
1669
1670
1671
1672
1673
1674
1675
1676
1677
1678
1679
1680
1681
1682
1683
1684
1685
1686
1687
1688
1689
1690
1691
1692
1693
1694
1695
1696
1697
1698
1699
1700
1701
1702
1703
1704
1705
1706
1707
1708
1709
1710
1711
1712
1713
1714
1715
1716
1717
1718
1719
1720
1721
1722
1723
1724
1725
1726
1727
1728
1729
1730
1731
1732
1733
1734
1735
1736
1737
1738
1739
1740
1741
1742
1743
1744
1745
1746
1747
1748
1749
1750
1751
1752
1753
1754
1755
1756
1757
1758
1759
1760
1761
1762
1763
1764
1765
1766
1767
1768
1769
1770
1771
1772
1773
1774
1775
1776
1777
1778
1779
1780
1781
1782
1783
1784
1785
1786
1787
1788
1789
1790
1791
1792
1793
1794
1795
1796
1797
1798
1799
1800
1801
1802
1803
1804
1805
1806
1807
1808
1809
1810
1811
1812
1813
1814
1815
1816
1817
1818
1819
1820
1821
1822
1823
1824
1825
1826
1827
1828
1829
1830
1831
1832
1833
1834
1835
1836
1837
1838
1839
1840
1841
1842
1843
1844
1845
1846
1847
1848
1849
1850
1851
1852
1853
1854
1855
1856
1857
1858
1859
1860
1861
1862
1863
1864
1865
1866
1867
1868
1869
1870
1871
1872
1873
1874
1875
1876
1877
1878
1879
1880
1881
1882
1883
1884
1885
1886
1887
1888
1889
1890
1891
1892
1893
1894
1895
1896
1897
1898
1899
1900
1901
1902
1903
1904
1905
1906
1907
1908
1909
1910
1911
1912
1913
1914
1915
1916
1917
1918
1919
1920
1921
1922
1923
1924
1925
1926
1927
1928
1929
1930
1931
1932
1933
1934
1935
1936
1937
1938
1939
1940
1941
1942
1943
1944
1945
1946
1947
1948
1949
1950
1951
1952
1953
1954
1955
1956
1957
1958
1959
1960
1961
1962
1963
1964
1965
1966
1967
1968
1969
1970
1971
1972
1973
1974
1975
1976
1977
1978
1979
1980
1981
1982
1983
1984
1985
1986
1987
1988
1989
1990
1991
1992
1993
1994
1995
1996
1997
1998
1999
2000
2001
2002
2003
2004
2005
2006
2007
2008
2009
2010
2011
2012
2013
2014
2015
2016
2017
2018
2019
2020
2021
2022
2023
2024
2025
2026
2027
2028
2029
2030
2031
2032
2033
2034
2035
2036
2037
2038
2039
2040
2041
2042
2043
2044
2045
2046
2047
2048
2049
2050
2051
2052
2053
2054
2055
2056
2057
2058
2059
2060
2061
2062
2063
2064
2065
2066
2067
2068
2069
2070
2071
2072
2073
2074
2075
2076
2077
2078
2079
2080
2081
2082
2083
2084
2085
2086
2087
2088
2089
2090
2091
2092
2093
2094
2095
2096
2097
2098
2099
2100
2101
2102
2103
2104
2105
2106
2107
2108
2109
2110
2111
2112
2113
2114
2115
2116
2117
2118
2119
2120
2121
2122
2123
2124
2125
2126
2127
2128
2129
2130
2131
2132
2133
2134
2135
2136
2137
2138
2139
2140
2141
2142
2143
2144
2145
2146
2147
2148
2149
2150
2151
2152
2153
2154
2155
2156
2157
2158
2159
2160
2161
2162
2163
2164
2165
2166
2167
2168
2169
2170
2171
2172
2173
2174
2175
2176
2177
2178
2179
2180
2181
2182
2183
2184
2185
2186
2187
2188
2189
2190
2191
2192
2193
2194
2195
2196
2197
2198
2199
2200
2201
2202
2203
2204
2205
2206
2207
2208
2209
2210
2211
2212
2213
2214
2215
2216
2217
2218
2219
2220
2221
2222
2223
2224
2225
2226
2227
2228
2229
2230
2231
2232
2233
2234
2235
2236
2237
2238
2239
2240
2241
2242
2243
2244
2245
2246
2247
2248
2249
2250
2251
2252
2253
2254
2255
2256
2257
2258
2259
2260
2261
2262
2263
2264
2265
2266
2267
2268
2269
2270
2271
2272
2273
2274
2275
2276
2277
2278
2279
2280
2281
2282
2283
2284
2285
2286
2287
2288
2289
2290
2291
2292
2293
2294
2295
2296
2297
2298
2299
2300
2301
2302
2303
2304
2305
2306
2307
2308
2309
2310
2311
2312
2313
2314
2315
2316
2317
2318
2319
2320
2321
2322
2323
2324
2325
2326
2327
2328
2329
2330
2331
2332
2333
2334
2335
2336
2337
2338
2339
2340
2341
2342
2343
2344
2345
2346
2347
2348
2349
2350
2351
2352
2353
2354
2355
2356
2357
2358
2359
2360
2361
2362
2363
2364
2365
2366
2367
2368
2369
2370
2371
2372
2373
2374
2375
2376
2377
2378
2379
2380
2381
2382
2383
2384
2385
2386
2387
2388
2389
2390
2391
2392
2393
2394
2395
2396
2397
2398
2399
2400
2401
2402
2403
2404
2405
2406
2407
2408
2409
2410
2411
2412
2413
2414
2415
2416
2417
2418
2419
2420
2421
2422
2423
2424
2425
2426
2427
2428
2429
2430
2431
2432
2433
2434
2435
2436
2437
2438
2439
2440
2441
2442
2443
2444
2445
2446
2447
2448
2449
2450
2451
2452
2453
2454
2455
2456
2457
2458
2459
2460
2461
2462
2463
2464
2465
2466
2467
2468
2469
2470
2471
2472
2473
2474
2475
2476
2477
2478
2479
2480
2481
2482
2483
2484
2485
2486
2487
2488
2489
2490
2491
2492
2493
2494
2495
2496
2497
2498
2499
2500
2501
2502
2503
2504
2505
2506
2507
2508
2509
2510
2511
2512
2513
2514
2515
2516
2517
2518
2519
2520
2521
2522
2523
2524
2525
2526
2527
2528
2529
2530
2531
2532
2533
2534
2535
2536
2537
2538
2539
2540
2541
2542
2543
2544
2545
2546
2547
2548
2549
2550
2551
2552
2553
2554
2555
2556
2557
2558
2559
2560
2561
2562
2563
2564
2565
2566
2567
2568
2569
2570
2571
2572
2573
2574
2575
2576
2577
2578
2579
2580
2581
2582
2583
2584
2585
2586
2587
2588
2589
2590
2591
2592
2593
2594
2595
2596
2597
2598
2599
2600
2601
2602
2603
2604
2605
2606
2607
2608
2609
2610
2611
2612
2613
2614
2615
2616
2617
2618
2619
2620
2621
2622
2623
2624
2625
2626
2627
2628
2629
2630
2631
2632
2633
2634
2635
2636
2637
2638
2639
2640
2641
2642
2643
2644
2645
2646
2647
2648
2649
2650
2651
2652
2653
2654
2655
2656
2657
2658
2659
2660
2661
2662
2663
2664
2665
2666
2667
2668
2669
2670
2671
2672
2673
2674
2675
2676
2677
2678
2679
2680
2681
2682
2683
2684
2685
2686
2687
2688
2689
2690
2691
2692
2693
2694
2695
2696
2697
2698
2699
2700
2701
2702
2703
2704
2705
2706
2707
2708
2709
2710
2711
2712
2713
2714
2715
2716
2717
2718
2719
2720
2721
2722
2723
2724
2725
2726
2727
2728
2729
2730
2731
2732
2733
2734
2735
2736
2737
2738
2739
2740
2741
2742
2743
2744
2745
2746
2747
2748
2749
2750
2751
2752
2753
2754
2755
2756
2757
2758
2759
2760
2761
2762
2763
2764
2765
2766
2767
2768
2769
2770
2771
2772
2773
2774
2775
2776
2777
2778
2779
2780
2781
2782
2783
2784
2785
2786
2787
2788
2789
2790
2791
2792
2793
2794
2795
2796
2797
2798
2799
2800
2801
2802
2803
2804
2805
2806
2807
2808
2809
2810
2811
2812
2813
2814
2815
2816
2817
2818
2819
2820
2821
2822
2823
2824
2825
2826
2827
2828
2829
2830
2831
2832
2833
2834
2835
2836
2837
2838
2839
2840
2841
2842
2843
2844
2845
2846
2847
2848
2849
2850
2851
2852
2853
2854
2855
2856
2857
2858
2859
2860
2861
2862
2863
2864
2865
2866
2867
2868
2869
2870
2871
2872
2873
2874
2875
2876
2877
2878
2879
2880
2881
2882
2883
2884
2885
2886
2887
2888
2889
2890
2891
2892
2893
2894
2895
2896
2897
2898
2899
2900
2901
2902
2903
2904
2905
2906
2907
2908
2909
2910
2911
2912
2913
2914
2915
2916
2917
2918
2919
2920
2921
2922
2923
2924
2925
2926
2927
2928
2929
2930
2931
2932
2933
2934
2935
2936
2937
2938
2939
2940
2941
2942
2943
2944
2945
2946
2947
2948
2949
2950
2951
2952
2953
2954
2955
2956
2957
2958
2959
2960
2961
2962
2963
2964
2965
2966
2967
2968
2969
2970
2971
2972
2973
2974
2975
2976
2977
2978
2979
2980
2981
2982
2983
2984
2985
2986
2987
2988
2989
2990
2991
2992
2993
2994
2995
2996
2997
-- APIDesc.lua

-- Contains the API objects' descriptions




g_APIDesc =
{
	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 = "Parameter list", Return = "Return values list", Notes = "Notes" ),
				OverloadedFunctionName =  -- When a function supports multiple parameter variants
				{
					{ Params = "Parameter list 1", Return = "Return values list 1", Notes = "Notes 1" },
					{ Params = "Parameter list 2", Return = "Return values list 2", Notes = "Notes 2" },
				}
			} ,

			Constants =
			{
				ConstantName = { Notes = "Notes about the constant" },
			} ,
			
			ConstantGroups =
			{
				GroupName1 =  -- GroupName1 is 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
		},
		]]--

		cBlockArea =
		{
			Desc = [[
				This class is used when multiple adjacent blocks are to be manipulated. Because of chunking
				and multithreading, manipulating single blocks using {{cWorld|cWorld:SetBlock}}() is a rather
				time-consuming operation (locks for exclusive access need to be obtained, chunk lookup is done
				for each block), so whenever you need to manipulate multiple adjacent blocks, it's better to wrap
				the operation into a cBlockArea access. cBlockArea is capable of reading / writing across chunk
				boundaries, has no chunk lookups for get and set operations and is not subject to multithreading
				locking (because it is not shared among threads).</p>
				<p>
				cBlockArea remembers its origin (MinX, MinY, MinZ coords in the Read() call) and therefore supports
				absolute as well as relative get / set operations. Despite that, the contents of a cBlockArea can
				be written back into the world at any coords.</p>
				<p>
				cBlockArea can hold any combination of the following datatypes:<ul>
					<li>block types</li>
					<li>block metas</li>
					<li>blocklight</li>
					<li>skylight</li>
				</ul>
				Read() and Write() functions have parameters that tell the class which datatypes to read / write.
				Note that a datatype that has not been read cannot be written (FIXME).</p>
				<p>
				Typical usage:<ul>
					<li>Create cBlockArea object</li>
					<li>Read an area from the world / load from file / create anew</li>
					<li>Modify blocks inside cBlockArea</li>
					<li>Write the area back to a world / save to file</li>
				</ul></p>
			]],
			Functions =
			{
				constructor = { Params = "", Return = "cBlockArea", Notes = "Creates a new empty cBlockArea object" },
				Clear = { Params = "", Return = "", Notes = "Clears the object, resets it to zero size" },
				CopyFrom = { Params = "BlockAreaSrc", Return = "", Notes = "Copies contents from BlockAreaSrc into self" },
				CopyTo = { Params = "BlockAreaDst", Return = "", Notes = "Copies contents from self into BlockAreaDst." },
				Create = { Params = "SizeX, SizeY, SizeZ, [DataTypes]", Return = "", Notes = "Initializes this BlockArea to an empty area of the specified size and origin of {0, 0, 0}. Any previous contents are lost." },
				Crop = { Params = "AddMinX, SubMaxX, AddMinY, SubMaxY, AddMinZ, SubMaxZ", Return = "", Notes = "Crops the specified number of blocks from each border. Modifies the size of this blockarea object." },
				DumpToRawFile = { Params = "FileName", Return = "", Notes = "Dumps the raw data into a file. For debugging purposes only." },
				Expand = { Params = "SubMinX, AddMaxX, SubMinY, AddMaxY, SubMinZ, AddMaxZ", Return = "", Notes = "Expands the specified number of blocks from each border. Modifies the size of this blockarea object. New blocks created with this operation are filled with zeroes." },
				Fill = { Params = "DataTypes, BlockType, [BlockMeta], [BlockLight], [BlockSkyLight]", Return = "", Notes = "Fills the entire block area with the same values, specified. Uses the DataTypes param to determine which content types are modified." },
				FillRelCuboid =
				{
					{ Params = "{{cCuboid|RelCuboid}}, DataTypes, BlockType, [BlockMeta], [BlockLight], [BlockSkyLight]", Return = "", Notes = "Fills the specified cuboid (in relative coords) with the same values (like Fill() )." },
					{ Params = "MinRelX, MaxRelX, MinRelY, MaxRelY, MinRelZ, MaxRelZ, DataTypes, BlockType, [BlockMeta], [BlockLight], [BlockSkyLight]", Return = "", Notes = "Fills the specified cuboid with the same values (like Fill() )." },
				},
				GetBlockLight = { Params = "BlockX, BlockY, BlockZ", Return = "NIBBLETYPE", Notes = "Returns the blocklight at the specified absolute coords" },
				GetBlockMeta = { Params = "BlockX, BlockY, BlockZ", Return = "NIBBLETYPE", Notes = "Returns the block meta at the specified absolute coords" },
				GetBlockSkyLight = { Params = "BlockX, BlockY, BlockZ", Return = "NIBBLETYPE", Notes = "Returns the skylight at the specified absolute coords" },
				GetBlockType = { Params = "BlockX, BlockY, BlockZ", Return = "BLOCKTYPE", Notes = "Returns the block type at the specified absolute coords" },
				GetBlockTypeMeta = { Params = "BlockX, BlockY, BlockZ", Return = "BLOCKTYPE, NIBBLETYPE", Notes = "Returns the block type and meta at the specified absolute coords" },
				GetCoordRange = {Params = "", Return = "MaxX, MaxY, MaxZ", Notes = "Returns the maximum relative coords in all 3 axes. See also GetSize()." },
				GetDataTypes = { Params = "", Return = "number", Notes = "Returns the mask of datatypes that the object is currently holding" },
				GetOrigin = { Params = "", Return = "OriginX, OriginY, OriginZ", Notes = "Returns the origin coords of where the area was read from." },
				GetOriginX = { Params = "", Return = "number", Notes = "Returns the origin x-coord" },
				GetOriginY = { Params = "", Return = "number", Notes = "Returns the origin y-coord" },
				GetOriginZ = { Params = "", Return = "number", Notes = "Returns the origin z-coord" },
				GetRelBlockLight = { Params = "RelBlockX, RelBlockY, RelBlockZ", Return = "NIBBLETYPE", Notes = "Returns the blocklight at the specified relative coords" },
				GetRelBlockMeta = { Params = "RelBlockX, RelBlockY, RelBlockZ", Return = "NIBBLETYPE", Notes = "Returns the block meta at the specified relative coords" },
				GetRelBlockSkyLight = { Params = "RelBlockX, RelBlockY, RelBlockZ", Return = "NIBBLETYPE", Notes = "Returns the skylight at the specified relative coords" },
				GetRelBlockType = { Params = "RelBlockX, RelBlockY, RelBlockZ", Return = "BLOCKTYPE", Notes = "Returns the block type at the specified relative coords" },
				GetRelBlockTypeMeta = { Params = "RelBlockX, RelBlockY, RelBlockZ", Return = "BLOCKTYPE, NIBBLETYPE", Notes = "Returns the block type and meta at the specified relative coords" },
				GetSize = { Params = "", Return = "SizeX, SizeY, SizeZ", Notes = "Returns the size of the area in all 3 axes. See also GetCoordRange()." },
				GetSizeX = { Params = "", Return = "number", Notes = "Returns the size of the held data in the x-axis" },
				GetSizeY = { Params = "", Return = "number", Notes = "Returns the size of the held data in the y-axis" },
				GetSizeZ = { Params = "", Return = "number", Notes = "Returns the size of the held data in the z-axis" },
				GetVolume = { Params = "", Return = "number", Notes = "Returns the volume of the area - the total number of blocks stored within." },
				GetWEOffset = { Params = "", Return = "{{Vector3i}}", Notes = "Returns the WE offset, a data value sometimes stored in the schematic files. MCServer doesn't use this value, but provides access to it using this method. The default is {0, 0, 0}."},
				HasBlockLights = { Params = "", Return = "bool", Notes = "Returns true if current datatypes include blocklight" },
				HasBlockMetas = { Params = "", Return = "bool", Notes = "Returns true if current datatypes include block metas" },
				HasBlockSkyLights = { Params = "", Return = "bool", Notes = "Returns true if current datatypes include skylight" },
				HasBlockTypes = { Params = "", Return = "bool", Notes = "Returns true if current datatypes include block types" },
				LoadFromSchematicFile = { Params = "FileName", Return = "", Notes = "Clears current content and loads new content from the specified schematic file. Returns true if successful. Returns false and logs error if unsuccessful, old content is preserved in such a case." },
				LoadFromSchematicString = { Params = "SchematicData", Return = "", Notes = "Clears current content and loads new content from the specified string (assumed to contain .schematic data). Returns true if successful. Returns false and logs error if unsuccessful, old content is preserved in such a case." },
				Merge =
				{
					{ Params = "BlockAreaSrc, {{Vector3i|RelMinCoords}}, Strategy", Return = "", Notes = "Merges BlockAreaSrc into this object at the specified relative coords, using the specified strategy" },
					{ Params = "BlockAreaSrc, RelX, RelY, RelZ, Strategy", Return = "", Notes = "Merges BlockAreaSrc into this object at the specified relative coords, using the specified strategy" },
				},
				MirrorXY = { Params = "", Return = "", Notes = "Mirrors this block area around the XY plane. Modifies blocks' metas (if present) to match (i. e. furnaces facing the opposite direction)." },
				MirrorXYNoMeta = { Params = "", Return = "", Notes = "Mirrors this block area around the XY plane. Doesn't modify blocks' metas." },
				MirrorXZ = { Params = "", Return = "", Notes = "Mirrors this block area around the XZ plane. Modifies blocks' metas (if present)" },
				MirrorXZNoMeta = { Params = "", Return = "", Notes = "Mirrors this block area around the XZ plane. Doesn't modify blocks' metas." },
				MirrorYZ = { Params = "", Return = "", Notes = "Mirrors this block area around the YZ plane. Modifies blocks' metas (if present)" },
				MirrorYZNoMeta = { Params = "", Return = "", Notes = "Mirrors this block area around the YZ plane. Doesn't modify blocks' metas." },
				Read =
				{
					{ Params = "World, {{cCuboid|Cuboid}}, DataTypes", Return = "bool", Notes = "Reads the area from World, returns true if successful" },
					{ Params = "World, {{Vector3i|Point1}}, {{Vector3i|Point2}}, DataTypes", Return = "bool", Notes = "Reads the area from World, returns true if successful" },
					{ Params = "World, X1, X2, Y1, Y2, Z1, Z2, DataTypes", Return = "bool", Notes = "Reads the area from World, returns true if successful" },
				},
				RelLine =
				{
					{ Params = "{{Vector3i|RelPoint1}}, {{Vector3i|RelPoint2}}, DataTypes, BlockType, [BlockMeta], [BlockLight], [BlockSkyLight]", Return = "", Notes = "Draws a line between the two specified points. Sets only datatypes specified by DataTypes (baXXX constants)." },
					{ Params = "RelX1, RelY1, RelZ1, RelX2, RelY2, RelZ2, DataTypes, BlockType, [BlockMeta], [BlockLight], [BlockSkyLight]", Return = "", Notes = "Draws a line between the two specified points. Sets only datatypes specified by DataTypes (baXXX constants)." },
				},
				RotateCCW = { Params = "", Return = "", Notes = "Rotates the block area around the Y axis, counter-clockwise (east -> north). Modifies blocks' metas (if present) to match." },
				RotateCCWNoMeta = { Params = "", Return = "", Notes = "Rotates the block area around the Y axis, counter-clockwise (east -> north). Doesn't modify blocks' metas." },
				RotateCW = { Params = "", Return = "", Notes = "Rotates the block area around the Y axis, clockwise (north -> east). Modifies blocks' metas (if present) to match." },
				RotateCWNoMeta = { Params = "", Return = "", Notes = "Rotates the block area around the Y axis, clockwise (north -> east). Doesn't modify blocks' metas." },
				SaveToSchematicFile = { Params = "FileName", Return = "", Notes = "Saves the current contents to a schematic file. Returns true if successful." },
				SaveToSchematicString = { Params = "", Return = "string", Notes = "Saves the current contents to a string (in a .schematic file format). Returns the data if successful, nil if failed." },
				SetBlockLight = { Params = "BlockX, BlockY, BlockZ, BlockLight", Return = "", Notes = "Sets the blocklight at the specified absolute coords" },
				SetBlockMeta = { Params = "BlockX, BlockY, BlockZ, BlockMeta", Return = "", Notes = "Sets the block meta at the specified absolute coords" },
				SetBlockSkyLight = { Params = "BlockX, BlockY, BlockZ, SkyLight", Return = "", Notes = "Sets the skylight at the specified absolute coords" },
				SetBlockType = { Params = "BlockX, BlockY, BlockZ, BlockType", Return = "", Notes = "Sets the block type at the specified absolute coords" },
				SetBlockTypeMeta = { Params = "BlockX, BlockY, BlockZ, BlockType, BlockMeta", Return = "", Notes = "Sets the block type and meta at the specified absolute coords" },
				SetOrigin =
				{
					{ Params = "{{Vector3i|Origin}}", Return = "", Notes = "Resets the origin for the absolute coords. Only affects how absolute coords are translated into relative coords." },
					{ Params = "OriginX, OriginY, OriginZ", Return = "", Notes = "Resets the origin for the absolute coords. Only affects how absolute coords are translated into relative coords." },
				},
				SetRelBlockLight = { Params = "RelBlockX, RelBlockY, RelBlockZ, BlockLight", Return = "", Notes = "Sets the blocklight at the specified relative coords" },
				SetRelBlockMeta = { Params = "RelBlockX, RelBlockY, RelBlockZ, BlockMeta", Return = "", Notes = "Sets the block meta at the specified relative coords" },
				SetRelBlockSkyLight = { Params = "RelBlockX, RelBlockY, RelBlockZ, SkyLight", Return = "", Notes = "Sets the skylight at the specified relative coords" },
				SetRelBlockType = { Params = "RelBlockX, RelBlockY, RelBlockZ, BlockType", Return = "", Notes = "Sets the block type at the specified relative coords" },
				SetRelBlockTypeMeta = { Params = "RelBlockX, RelBlockY, RelBlockZ, BlockType, BlockMeta", Return = "", Notes = "Sets the block type and meta at the specified relative coords" },
				SetWEOffset =
				{
					{ Params = "{{Vector3i|Offset}}", Return = "", Notes = "Sets the WE offset, a data value sometimes stored in the schematic files. Mostly used for WorldEdit. MCServer doesn't use this value, but provides access to it using this method." },
					{ Params = "OffsetX, OffsetY, OffsetZ", Return = "", Notes = "Sets the WE offset, a data value sometimes stored in the schematic files. Mostly used for WorldEdit. MCServer doesn't use this value, but provides access to it using this method." },
				},
				Write =
				{
					{ Params = "World, {{Vector3i|MinPoint}}, DataTypes", Return = "bool", Notes = "Writes the area into World at the specified coords, returns true if successful" },
					{ Params = "World, MinX, MinY, MinZ, DataTypes", Return = "bool", Notes = "Writes the area into World at the specified coords, returns true if successful" },
				},
			},
			Constants =
			{
				baTypes = { Notes = "Operation should work on block types" },
				baMetas = { Notes = "Operations should work on block metas" },
				baLight = { Notes = "Operations should work on block (emissive) light" },
				baSkyLight = { Notes = "Operations should work on skylight" },
				msOverwrite = { Notes = "Src overwrites anything in Dst" },
				msFillAir = { Notes = "Dst is overwritten by Src only where Src has air blocks" },
				msImprint = { Notes = "Src overwrites Dst anywhere where Dst has non-air blocks" },
				msLake = { Notes = "Special mode for merging lake images" },
				msSpongePrint = { Notes = "Similar to msImprint, sponge block doesn't overwrite anything, all other blocks overwrite everything"},
				msMask = { Notes = "The blocks that are exactly the same are kept in Dst, all differing blocks are replaced by air"},
			},
			ConstantGroups =
			{
				BATypes =
				{
					Include = "ba.*",
					TextBefore = [[
						The following constants are used to signalize the datatype to read or write:
					]],
				},
				MergeStrategies =
				{
					Include = "ms.*",
					TextBefore = [[
						The Merge() function can use different strategies to combine the source and destination blocks.
						The following constants are used:
					]],
					TextAfter = "See below for a detailed explanation of the individual merge strategies.",
				},
			},
			AdditionalInfo =
			{
				{
					Header = "Merge strategies",
					Contents =
					[[
						<p>The strategy parameter specifies how individual blocks are combined together, using the table below.
						</p>
						<table class="inline">
						<tbody><tr>
						<th colspan="2">area block</th><th colspan="3">result</th>
						</tr>
						<tr>
						<th> this </th><th> Src </th><th> msOverwrite </th><th> msFillAir </th><th> msImprint </th>
						</tr>
						<tr>
						<td> air </td><td> air </td><td> air </td><td> air </td><td> air </td>
						</tr>
						<tr>
						<td> A </td><td> air </td><td> air </td><td> A </td><td> A </td>
						</tr>
						<tr>
						<td> air </td><td> B </td><td> B </td><td> B </td><td> B </td>
						</tr>
						<tr>
						<td> A </td><td> B </td><td> B </td><td> A </td><td> B </td>
						</tr>
						<tr>
						<td> A </td><td> A </td><td> A </td><td> A </td><td> A </td>
						</td>
						</tbody></table>

						<p>
						So to sum up:
						<ol>
						<li class="level1">msOverwrite completely overwrites all blocks with the Src's blocks</li>
						<li class="level1">msFillAir overwrites only those blocks that were air</li>
						<li class="level1">msImprint overwrites with only those blocks that are non-air</li>
						</ol>
						</p>

						<h3>Special strategies</h3>
						<p>For each strategy, evaluate the table rows from top downwards, the first match wins.</p>
						
						<p>
						<strong>msDifference</strong> - changes all the blocks which are the same to air. Otherwise the source block gets placed.
						</p>
						<table><tbody<tr>
						<th colspan="2"> area block </th><th> </th><th> Notes </th>
						</tr><tr>
						<td> * </td><td> B </td><td> B </td><td> The blocks are different so we use block B </td>
						</tr><tr>
						<td> B </td><td> B </td><td> Air </td><td> The blocks are the same so we get air. </td>
						</tr>
						</tbody></table>
						
						
						<p>
						<strong>msLake</strong> - used for merging areas with lava and water lakes, in the appropriate generator.
						</p>
						<table><tbody><tr>
						<th colspan="2"> area block </th><th> </th><th> Notes </th>
						</tr><tr>
						<th> this </th><th> Src </th><th> result </th><th> </th>
						</tr><tr>
						<td> A </td><td> sponge </td><td> A </td><td> Sponge is the NOP block </td>
						</tr><tr>
						<td> *        </td><td> air    </td><td> air    </td><td> Air always gets hollowed out, even under the oceans </td>
						</tr><tr>
						<td> water    </td><td> *      </td><td> water  </td><td> Water is never overwritten </td>
						</tr><tr>
						<td> lava     </td><td> *      </td><td> lava   </td><td> Lava is never overwritten </td>
						</tr><tr>
						<td> *        </td><td> water  </td><td> water  </td><td> Water always overwrites anything </td>
						</tr><tr>
						<td> *        </td><td> lava   </td><td> lava   </td><td> Lava always overwrites anything </td>
						</tr><tr>
						<td> dirt     </td><td> stone  </td><td> stone  </td><td> Stone overwrites dirt </td>
						</tr><tr>
						<td> grass    </td><td> stone  </td><td> stone  </td><td> ... and grass </td>
						</tr><tr>
						<td> mycelium </td><td> stone  </td><td> stone  </td><td> ... and mycelium </td>
						</tr><tr>
						<td> A        </td><td> stone  </td><td> A      </td><td> ... but nothing else </td>
						</tr><tr>
						<td> A        </td><td> *      </td><td> A      </td><td> Everything else is left as it is </td>
						</tr>
						</tbody></table>

						<p>
						<strong>msSpongePrint</strong> - used for most prefab-generators to merge the prefabs. Similar to
						msImprint, but uses the sponge block as the NOP block instead, so that the prefabs may carve out air
						pockets, too.
						</p>
						<table><tbody><tr>
						<th colspan="2"> area block </th><th> </th><th> Notes </th>
						</tr><tr>
						<th> this </th><th> Src </th><th> result </th><th> </th>
						</tr><tr>
						<td> A </td><td> sponge </td><td> A </td><td> Sponge is the NOP block </td>
						</tr><tr>
						<td> * </td><td> B </td><td> B </td><td> Everything else overwrites anything </td>
						</tr>
						</tbody></table>

						<p>
						<strong>msMask</strong> - the blocks that are the same in the other area are kept, all the
						differing blocks are replaced with air. Meta is used in the comparison, too, two blocks of the
						same type but different meta are considered different and thus replaced with air.
						</p>
						<table><tbody><tr>
						<th colspan="2"> area block </th><th> </th><th> Notes </th>
						</tr><tr>
						<th> this </th><th> Src </th><th> result </th><th> </th>
						</tr><tr>
						<td> A </td><td> A </td><td> A </td><td> Same blocks are kept </td>
						</tr><tr>
						<td> A </td><td> non-A </td><td> air </td><td> Differing blocks are replaced with air </td>
						</tr>
						</tbody></table>
]],
				},  -- Merge strategies
			},  -- AdditionalInfo
		},  -- cBlockArea

		cBlockInfo =
		{
			Desc = [[
				This class is used to query and register block properties.
			]],
			Functions =
			{
				FullyOccupiesVoxel = { Params = "Type", Return = "bool", Notes = "(STATIC) Returns whether the specified block fully occupies its voxel." },
				Get = { Params = "Type", Return = "{{cBlockInfo}}", Notes = "(STATIC) Returns the {{cBlockInfo}} structure for the specified type." },
				GetLightValue = { Params = "Type", Return = "number", Notes = "(STATIC) Returns how much light the specified block emits on its own." },
				GetSpreadLightFalloff = { Params = "Type", Return = "number", Notes = "(STATIC) Returns how much light the specified block consumes." },
				IsOneHitDig = { Params = "Type", Return = "bool", Notes = "(STATIC) Returns whether the specified block will be destroyed after a single hit." },
				IsPistonBreakable = { Params = "Type", Return = "bool", Notes = "(STATIC) Returns whether a piston can break the specified block." },
				IsSnowable = { Params = "Type", Return = "bool", Notes = "(STATIC) Returns whether the specified block can hold snow atop." },
				IsSolid = { Params = "Type", Return = "bool", Notes = "(STATIC) Returns whether the specified block is solid." },
				IsTransparent = { Params = "Type", Return = "bool", Notes = "(STATIC) Returns whether the specified block is transparent." },
				RequiresSpecialTool = { Params = "Type", Return = "bool", Notes = "(STATIC) Returns whether the specified block requires a special tool to drop." },
			},
			Variables =
			{
				m_FullyOccupiesVoxel = { Type = "bool", Notes = "Does this block fully occupy its voxel - is it a 'full' 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_RequiresSpecialTool = { Type = "bool", Notes = "Does this block require a tool to drop?" },
				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(?))" },
			},
		}, -- cBlockInfo

		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 = "BlockType, BlockMeta", Return = "", Notes = "Fills the entire chunk with the specified blocks" },
				FillRelCuboid =
				{
					{ Params = "{{cCuboid|RelCuboid}}, BlockType, BlockMeta", Return = "", 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 = "MinRelX, MaxRelX, MinRelY, MaxRelY, MinRelZ, MaxRelZ, BlockType, BlockMeta", Return = "", 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 = "{{cCuboid|RelCuboid}}, BlockType, BlockMeta", Return = "", 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 = "MinRelX, MaxRelX, MinRelY, MaxRelY, MinRelZ, MaxRelZ, BlockType, BlockMeta", Return = "", 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 = "RelX, RelZ", Return = "EMCSBiome", Notes = "Returns the biome at the specified relative coords" },
				GetBlockEntity            = { Params = "RelX, RelY, RelZ", Return = "{{cBlockEntity}} descendant", 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 = "RelX, RelY, RelZ", Return = "NIBBLETYPE", Notes = "Returns the block meta at the specified relative coords" },
				GetBlockType              = { Params = "RelX, RelY, RelZ", Return = "BLOCKTYPE", Notes = "Returns the block type at the specified relative coords" },
				GetBlockTypeMeta          = { Params = "RelX, RelY, RelZ", Return = "BLOCKTYPE, NIBBLETYPE", Notes = "Returns the block type and meta at the specified relative coords" },
				GetChunkX                 = { Params = "", Return = "number", Notes = "Returns the X coord of the chunk contained." },
				GetChunkZ                 = { Params = "", Return = "number", Notes = "Returns the Z coord of the chunk contained." },
				GetHeight                 = { Params = "RelX, RelZ", Return = "number", Notes = "Returns the height at the specified relative coords" },
				GetMaxHeight              = { Params = "", Return = "number", Notes = "Returns the maximum height contained in the heightmap." },
				IsUsingDefaultBiomes      = { Params = "", Return = "bool", Notes = "Returns true if the chunk is set to use default biome generator" },
				IsUsingDefaultComposition = { Params = "", Return = "bool", Notes = "Returns true if the chunk is set to use default composition generator" },
				IsUsingDefaultFinish      = { Params = "", Return = "bool", Notes = "Returns true if the chunk is set to use default finishers" },
				IsUsingDefaultHeight      = { Params = "", Return = "bool", Notes = "Returns true if the chunk is set to use default height generator" },
				IsUsingDefaultStructures  = { Params = "", Return = "bool", Notes = "Returns true if the chunk is set to use default structures" },
				RandomFillRelCuboid =
				{
					{ Params = "{{cCuboid|RelCuboid}}, BlockType, BlockMeta, RandomSeed, ChanceOutOf10k", Return = "", 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 = "MinRelX, MaxRelX, MinRelY, MaxRelY, MinRelZ, MaxRelZ, BlockType, BlockMeta, RandomSeed, ChanceOutOf10k", Return = "", 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 = "{{cBlockArea|BlockArea}}, MinRelX, MaxRelX, MinRelY, MaxRelY, MinRelZ, MaxRelZ", Return = "", Notes = "Reads data from the chunk into the block area object. Block types and metas are processed." },
				ReplaceRelCuboid =
				{
					{ Params = "{{cCuboid|RelCuboid}}, SrcType, SrcMeta, DstType, DstMeta", Return = "", Notes = "Replaces all SrcType+SrcMeta blocks in the cuboid (specified in relative coords) with DstType+DstMeta blocks. Cuboid may reach outside the chunk, only the part intersecting with this chunk is filled." },
					{ Params = "MinRelX, MaxRelX, MinRelY, MaxRelY, MinRelZ, MaxRelZ, SrcType, SrcMeta, DstType, DstMeta", Return = "", Notes = "Replaces all SrcType+SrcMeta blocks in the cuboid (specified in relative coords) with DstType+DstMeta blocks. Cuboid may reach outside the chunk, only the part intersecting with this chunk is filled." },
				},
				SetBiome                  = { Params = "RelX, RelZ, EMCSBiome", Return = "", Notes = "Sets the biome at the specified relative coords" },
				SetBlockMeta              = { Params = "RelX, RelY, RelZ, BlockMeta", Return = "", Notes = "Sets the block meta at the specified relative coords" },
				SetBlockType              = { Params = "RelX, RelY, RelZ, BlockType", Return = "", Notes = "Sets the block type at the specified relative coords" },
				SetBlockTypeMeta          = { Params = "RelX, RelY, RelZ, BlockType, BlockMeta", Return = "", Notes = "Sets the block type and meta at the specified relative coords" },
				SetHeight                 = { Params = "RelX, RelZ, Height", Return = "", Notes = "Sets the height at the specified relative coords" },
				SetUseDefaultBiomes       = { Params = "bool", Return = "", Notes = "Sets the chunk to use default biome generator or not" },
				SetUseDefaultComposition  = { Params = "bool", Return = "", Notes = "Sets the chunk to use default composition generator or not" },
				SetUseDefaultFinish       = { Params = "bool", Return = "", Notes = "Sets the chunk to use default finishers or not" },
				SetUseDefaultHeight       = { Params = "bool", Return = "", Notes = "Sets the chunk to use default height generator or not" },
				SetUseDefaultStructures   = { Params = "bool", Return = "", Notes = "Sets the chunk to use default structures or not" },
				UpdateHeightmap           = { Params = "",     Return = "", 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; MCServer expects (and checks in Debug mode) that the heightmap matches the contents when the cChunkDesc is returned from a plugin." },
				WriteBlockArea            = { Params = "{{cBlockArea|BlockArea}}, MinRelX, MinRelY, MinRelZ", Return = "", 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>
					]],
				},
			},  -- AdditionalInfo
		},  -- cChunkDesc

		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 = { Params = "Username", Return = "string", Notes = "(STATIC) 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)." },
				GetLocale = { Params = "", Return = "Locale", Notes = "Returns the locale string that the client sends as part of the protocol handshake. Can be used to provide localized strings." },
				GetPing = { Params = "", Return = "number", Notes = "Returns the ping time, in ms" },
				GetPlayer = { Params = "", Return = "{{cPlayer|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." },
				GetUniqueID = { Params = "", Return = "number", Notes = "Returns the UniqueID of the client used to identify the client in the server" },
				GetUUID = { Params = "", Return = "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)" },
				GetUsername = { Params = "", Return = "string", Notes = "Returns the username that the client has provided" },
				GetViewDistance = { Params = "", Return = "number", Notes = "Returns the viewdistance (number of chunks loaded for the player in each direction)" },
				HasPluginChannel = { Params = "ChannelName", Return = "bool", Notes = "Returns true if the client has registered to receive messages on the specified plugin channel." },
				IsUUIDOnline = { Params = "UUID", Return = "bool", Notes = "(STATIC) 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 = "Reason", Return = "", Notes = "Kicks the user with the specified reason" },
				SendPluginMessage = { Params = "Channel, Message", Return = "", Notes = "Sends the plugin message on the specified channel." },
				SetLocale = { Params = "Locale", Return = "", Notes = "Sets the locale that MCServer 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", Return = "", Notes = "Sets the username" },
				SetViewDistance = { Params = "ViewDistance", Return = "", Notes = "Sets the viewdistance (number of chunks loaded for the player in each direction)" },
				SendBlockChange = { Params = "BlockX, BlockY, BlockZ, BlockType, BlockMeta", Return = "", Notes = "Sends a BlockChange packet to the client. This can be used to create fake blocks only for that player." },
			},
			Constants =
			{
				MAX_VIEW_DISTANCE = { Notes = "The maximum value of the view distance" },
				MIN_VIEW_DISTANCE = { Notes = "The minimum value of the view distance" },
			},
		},  -- cClientHandle

		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 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="http://hydra-media.cursecdn.com/minecraft.gamepedia.com/4/4c/Colors.png?version=34a0f56789a95326e1f7d82047b12232" />
			]],
			Functions =
			{
				constructor =
				{
					{ Params = "", Return = "", Notes = "Creates an empty chat message" },
					{ Params = "Text", Return = "", Notes = "Creates a chat message containing the specified text, parsed by the ParseText() function. This allows easy migration from old chat messages." },
				},
				AddRunCommandPart = { Params = "Text, Command, [Style]", Return = "self", Notes = "Adds a text which, when clicked, runs the specified command. Chaining." },
				AddSuggestCommandPart = { Params = "Text, Command, [Style]", Return = "self", Notes = "Adds a text which, when clicked, puts the specified command into the player's chat input area. Chaining." },
				AddTextPart = { Params = "Text, [Style]", Return = "self", Notes = "Adds a regular text. Chaining." },
				AddUrlPart = { Params = "Text, Url, [Style]", Return = "self", Notes = "Adds a text which, when clicked, opens up a browser at the specified URL. Chaining." },
				Clear = { Params = "", Return = "", Notes = "Removes all parts from this object" },
				ExtractText = { Params = "", Return = "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." },
				GetMessageType = { Params = "", Return = "MessageType", 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 = "Text", Return = "self", Notes = "Adds text, while recognizing http and https URLs and old-style formatting codes (\"@2\"). Chaining." },
				SetMessageType = { Params = "MessageType", Return = "self", Notes = "Sets 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.) Chaining." },
				UnderlineUrls = { Params = "", Return = "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(), "www.mc-server.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>
					]],
				},
			},  -- AdditionalInfo
		},  -- cCompositeChat
		
		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 =
			{
				constructor = { Params = "Width, Height", Return = "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." },
				Clear = { Params = "", Return = "", Notes = "Clears the entire grid" },
				ConsumeGrid = { Params = "{{cCraftingGrid|CraftingGrid}}", Return = "", Notes = "Consumes items specified in CraftingGrid from the current contents. Used internally by {{cCraftingRecipe}}'s ConsumeIngredients() function, but available to plugins, too." },
				Dump = { Params = "", Return = "", Notes = "DEBUG build: Dumps the contents of the grid to the log. RELEASE build: no action" },
				GetHeight = { Params = "", Return = "number", Notes = "Returns the height of the grid" },
				GetItem = { Params = "x, y", Return = "{{cItem|cItem}}", Notes = "Returns the item at the specified coords" },
				GetWidth = { Params = "", Return = "number", Notes = "Returns the width of the grid" },
				SetItem =
				{
					{ Params = "x, y, {{cItem|cItem}}", Return = "", Notes = "Sets the item at the specified coords" },
					{ Params = "x, y, ItemType, ItemCount, ItemDamage", Return = "", Notes = "Sets the item at the specified coords" },
				},
			},
		},  -- cCraftingGrid

		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 = { Params = "", Return = "", Notes = "Clears the entire recipe, both ingredients and results" },
				ConsumeIngredients = { Params = "CraftingGrid", Return = "", Notes = "Consumes ingredients specified in the given {{cCraftingGrid|cCraftingGrid}} class" },
				Dump = { Params = "", Return = "", Notes = "DEBUG build: dumps ingredients and result into server log. RELEASE build: no action" },
				GetIngredient = { Params = "x, y", Return = "{{cItem|cItem}}", Notes = "Returns the ingredient stored in the recipe at the specified coords" },
				GetIngredientsHeight = { Params = "", Return = "number", Notes = "Returns the height of the ingredients' grid" },
				GetIngredientsWidth = { Params = "", Return = "number", Notes = "Returns the width of the ingredients' grid" },
				GetResult = { Params = "", Return = "{{cItem|cItem}}", Notes = "Returns the result of the recipe" },
				SetIngredient =
				{
					{ Params = "x, y, {{cItem|cItem}}", Return = "", Notes = "Sets the ingredient at the specified coords" },
					{ Params = "x, y, ItemType, ItemCount, ItemDamage", Return = "", Notes = "Sets the ingredient at the specified coords" },
				},
				SetResult =
				{
					{ Params = "{{cItem|cItem}}", Return = "", Notes = "Sets the result item" },
					{ Params = "ItemType, ItemCount, ItemDamage", Return = "", Notes = "Sets the result item" },
				},
			},
		},  -- cCraftingRecipe

		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 =
			{
				constructor =
				{
					{ Params = "", Return = "cEnchantments", Notes = "Creates a new empty cEnchantments object" },
					{ Params = "StringSpec", Return = "cEnchantments", Notes = "Creates a new cEnchantments object filled with enchantments based on the string description" },
				},
				operator_eq = { Params = "OtherEnchantments", Return = "bool", Notes = "Returns true if this enchantments object has the same enchantments as OtherEnchantments." },
				AddFromString = { Params = "StringSpec", Return = "", Notes = "Adds the enchantments in the string description into the object. If a specified enchantment already existed, it is overwritten." },
				Clear = { Params = "", Return = "", Notes = "Removes all enchantments" },
				GetLevel = { Params = "EnchantmentNumID", Return = "number", Notes = "Returns the level of the specified enchantment stored in this object; 0 if not stored" },
				IsEmpty = { Params = "", Return = "bool", Notes = "Returns true if the object stores no enchantments" },
				SetLevel = { Params = "EnchantmentNumID, Level", Return = "", Notes = "Sets the level for the specified enchantment, adding it if not stored before or removing it if level < = 0" },
				StringToEnchantmentID = { Params = "EnchantmentTextID", Return = "number", Notes = "(static) Returns the enchantment numerical ID, -1 if not understood. Case insensitive. Also understands plain numbers." },
				ToString = { Params = "", Return = "string", Notes = "Returns the string description of all the enchantments stored in this object, in numerical-ID form" },
			},
			Constants =
			{
				-- Only list these enchantment IDs, as they don't really need any kind of documentation:
				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 MCServer 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 = "OffsetX, OffsetY, OffsetZ", Return = "", Notes = "Moves the entity by the specified amount in each axis direction" },
					{ Params = "{{Vector3d|Offset}}", Return = "", Notes = "Moves the entity by the specified amount in each direction" },
				},
				AddPosX = { Params = "OffsetX", Return = "", Notes = "Moves the entity by the specified amount in the X axis direction" },
				AddPosY = { Params = "OffsetY", Return = "", Notes = "Moves the entity by the specified amount in the Y axis direction" },
				AddPosZ = { Params = "OffsetZ", Return = "", Notes = "Moves the entity by the specified amount in the Z axis direction" },
				AddSpeed =
				{
					{ Params = "AddX, AddY, AddZ", Return = "", Notes = "Adds the specified amount of speed in each axis direction." },
					{ Params = "{{Vector3d|Add}}", Return = "", Notes = "Adds the specified amount of speed in each axis direction." },
				},
				AddSpeedX = { Params = "AddX", Return = "", Notes = "Adds the specified amount of speed in the X axis direction." },
				AddSpeedY = { Params = "AddY", Return = "", Notes = "Adds the specified amount of speed in the Y axis direction." },
				AddSpeedZ = { Params = "AddZ", Return = "", Notes = "Adds the specified amount of speed in the Z axis direction." },
				Destroy = { Params = "", Return = "", Notes = "Schedules the entity to be destroyed" },
				GetArmorCoverAgainst = { Params = "AttackerEntity, DamageType, RawDamage", Return = "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 = { Params = "", Return = "number", Notes = "Returns the X-coord of the chunk in which the entity is placed" },
				GetChunkZ = { Params = "", Return = "number", Notes = "Returns the Z-coord of the chunk in which the entity is placed" },
				GetClass = { Params = "", Return = "string", Notes = "Returns the classname of the entity, such as \"cSpider\" or \"cPickup\"" },
				GetClassStatic = { Params = "", Return = "string", Notes = "Returns the entity classname that this class implements. Each descendant overrides this function. Is static" },
				GetEntityType = { Params = "", Return = "{{cEntity#EntityType|EntityType}}", Notes = "Returns the type of the entity, one of the {{cEntity#EntityType|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 = { Params = "", Return = "{{cItem}}", Notes = "Returns the boots that the entity has equipped. Returns an empty cItem if no boots equipped or not applicable." },
				GetEquippedChestplate = { Params = "", Return = "{{cItem}}", Notes = "Returns the chestplate that the entity has equipped. Returns an empty cItem if no chestplate equipped or not applicable." },
				GetEquippedHelmet = { Params = "", Return = "{{cItem}}", Notes = "Returns the helmet that the entity has equipped. Returns an empty cItem if no helmet equipped or not applicable." },
				GetEquippedLeggings = { Params = "", Return = "{{cItem}}", Notes = "Returns the leggings that the entity has equipped. Returns an empty cItem if no leggings equipped or not applicable." },
				GetEquippedWeapon = { Params = "", Return = "{{cItem}}", Notes = "Returns the weapon that the entity has equipped. Returns an empty cItem if no weapon equipped or not applicable." },
				GetGravity = { Params = "", Return = "number", Notes = "Returns the number that is used as the gravity for physics simulation. 1G (9.78) by default." },
				GetHeadYaw = { Params = "", Return = "number", Notes = "Returns the pitch of the entity's head (FIXME: Rename to GetHeadPitch() )." },
				GetHealth = { Params = "", Return = "number", Notes = "Returns the current health of the entity." },
				GetHeight = { Params = "", Return = "number", Notes = "Returns the height (Y size) of the entity" },
				GetKnockbackAmountAgainst = { Params = "ReceiverEntity", Return = "number", Notes = "Returns the amount of knockback that the currently equipped items would cause when attacking the ReceiverEntity." },
				GetLookVector = { Params = "", Return = "{{Vector3f}}", Notes = "Returns the vector that defines the direction in which the entity is looking" },
				GetMass = { Params = "", Return = "number", Notes = "Returns the mass of the entity. Currently unused." },
				GetMaxHealth = { Params = "", Return = "number", Notes = "Returns the maximum number of hitpoints this entity is allowed to have." },
				GetParentClass = { Params = "", Return = "string", Notes = "Returns the name of the direct parent class for this entity" },
				GetPitch = { Params = "", Return = "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 = { Params = "", Return = "{{Vector3d}}", Notes = "Returns the entity's pivot position as a 3D vector" },
				GetPosX = { Params = "", Return = "number", Notes = "Returns the X-coord of the entity's pivot" },
				GetPosY = { Params = "", Return = "number", Notes = "Returns the Y-coord of the entity's pivot" },
				GetPosZ = { Params = "", Return = "number", Notes = "Returns the Z-coord of the entity's pivot" },
				GetRawDamageAgainst = { Params = "ReceiverEntity", Return = "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 = { Params = "", Return = "number", Notes = "Returns the roll (sideways rotation) of the entity. Currently unused." },
				GetRot = { Params = "", Return = "{{Vector3f}}", Notes = "(OBSOLETE) Returns the entire rotation vector (Yaw, Pitch, Roll)" },
				GetSpeed = { Params = "", Return = "{{Vector3d}}", Notes = "Returns the complete speed vector of the entity" },
				GetSpeedX = { Params = "", Return = "number", Notes = "Returns the X-part of the speed vector" },
				GetSpeedY = { Params = "", Return = "number", Notes = "Returns the Y-part of the speed vector" },
				GetSpeedZ = { Params = "", Return = "number", Notes = "Returns the Z-part of the speed vector" },
				GetUniqueID = { Params = "", Return = "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 = { Params = "", Return = "number", Notes = "Returns the width (X and Z size) of the entity." },
				GetWorld = { Params = "", Return = "{{cWorld}}", Notes = "Returns the world where the entity resides" },
				GetYaw = { Params = "", Return = "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." },
				Heal = { Params = "Hitpoints", Return = "", Notes = "Heals the specified number of hitpoints. Hitpoints is expected to be a positive number." },
				IsA = { Params = "ClassName", Return = "bool", Notes = "Returns true if the entity class is a descendant of the specified class name, or the specified class itself" },
				IsBoat = { Params = "", Return = "bool", Notes = "Returns true if the entity is a {{cBoat|boat}}." },
				IsCrouched = { Params = "", Return = "bool", Notes = "Returns true if the entity is crouched. Always false for entities that don't support crouching." },
				IsDestroyed = { Params = "", Return = "bool", Notes = "Returns true if the entity has been destroyed and is awaiting removal from the internal structures." },
				IsExpOrb = { Params = "", Return = "bool", Notes = "Returns true if the entity represents an experience orb" },
				IsFallingBlock = { Params = "", Return = "bool", Notes = "Returns true if the entity represents a {{cFallingBlock}} entity." },
				IsFloater = { Params = "", Return = "bool", Notes = "Returns true if the entity represents a fishing rod floater" },
				IsInvisible = { Params = "", Return = "bool", Notes = "Returns true if the entity is invisible" },
				IsMinecart = { Params = "", Return = "bool", Notes = "Returns true if the entity represents a {{cMinecart|minecart}}" },
				IsMob = { Params = "", Return = "bool", Notes = "Returns true if the entity represents any {{cMonster|mob}}." },
				IsOnFire = { Params = "", Return = "bool", Notes = "Returns true if the entity is on fire" },
				IsPainting = { Params = "", Return = "bool", Notes = "Returns if this entity is a painting." },
				IsPickup = { Params = "", Return = "bool", Notes = "Returns true if the entity represents a {{cPickup|pickup}}." },
				IsPlayer = { Params = "", Return = "bool", Notes = "Returns true if the entity represents a {{cPlayer|player}}" },
				IsProjectile = { Params = "", Return = "bool", Notes = "Returns true if the entity is a {{cProjectileEntity}} descendant." },
				IsRclking = { Params = "", Return = "bool", Notes = "Currently unimplemented" },
				IsRiding = { Params = "", Return = "bool", Notes = "Returns true if the entity is attached to (riding) another entity." },
				IsSprinting = { Params = "", Return = "bool", Notes = "Returns true if the entity is sprinting. Entities that cannot sprint return always false" },
				IsSubmerged = { Params = "", Return = "bool", 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 = { Params = "", Return = "bool", 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." },
				IsTNT = { Params = "", Return = "bool", Notes = "Returns true if the entity represents a {{cTNTEntity|TNT entity}}" },
				KilledBy = { Notes = "FIXME: Remove this from API" },
				GetAirLevel = { Params = "", Return = "number", Notes = "Returns the air level (number of ticks of air left). Note, this function is only updated with mobs or players." },
				SetGravity = { Params = "Gravity", Return = "", Notes = "Sets the number that is used as the gravity for physics simulation. 1G (9.78) by default." },
				SetHeadYaw = { Params = "HeadPitch", Return = "", Notes = "Sets the head pitch (FIXME: Rename to SetHeadPitch() )." },
				SetHealth = { Params = "Hitpoints", Return = "", 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 = { Params = "", Return = "", Notes = "FIXME: Remove this from API" },
				SetMass = { Params = "Mass", Return = "", Notes = "Sets the mass of the entity. Currently unused." },
				SetMaxHealth = { Params = "MaxHitpoints", Return = "", Notes = "Sets the maximum hitpoints of the entity. If current health is above MaxHitpoints, it is capped to MaxHitpoints." },
				SetPitch = { Params = "number", Return = "", Notes = "Sets the pitch (nose-down rotation) of the entity" },
				SetPitchFromSpeed = { Params = "", Return = "", Notes = "Sets the entity pitch to match its speed (entity looking forwards as it moves)" },
				SetPosition =
				{
					{ Params = "PosX, PosY, PosZ", Return = "", Notes = "Sets all three coords of the entity's pivot" },
					{ Params = "{{Vector3d|Vector3d}}", Return = "", Notes = "Sets all three coords of the entity's pivot" },
				},
				SetPosX = { Params = "number", Return = "", Notes = "Sets the X-coord of the entity's pivot" },
				SetPosY = { Params = "number", Return = "", Notes = "Sets the Y-coord of the entity's pivot" },
				SetPosZ = { Params = "number", Return = "", Notes = "Sets the Z-coord of the entity's pivot" },
				SetRoll = { Params = "number", Return = "", Notes = "Sets the roll (sideways rotation) of the entity. Currently unused." },
				SetRot = { Params = "{{Vector3f|Rotation}}", Return = "", Notes = "Sets the entire rotation vector (Yaw, Pitch, Roll)" },
				SetYawFromSpeed = { Params = "", Return = "", Notes = "Sets the entity's yaw to match its current speed (entity looking forwards as it moves). (FIXME: Rename to SetYawFromSpeed)" },
				SetSpeed =
				{
					{ Params = "SpeedX, SpeedY, SpeedZ", Return = "", Notes = "Sets the current speed of the entity" },
					{ Params = "{{Vector3d|Speed}}", Return = "", Notes = "Sets the current speed of the entity" },
				},
				SetSpeedX = { Params = "SpeedX", Return = "", Notes = "Sets the X component of the entity speed" },
				SetSpeedY = { Params = "SpeedY", Return = "", Notes = "Sets the Y component of the entity speed" },
				SetSpeedZ = { Params = "SpeedZ", Return = "", Notes = "Sets the Z component of the entity speed" },
				SetWidth = { Params = "", Return = "", Notes = "FIXME: Remove this from API" },
				SetYaw = { Params = "number", Return = "", Notes = "Sets the yaw (direction) of the entity." },
				StartBurning = { Params = "NumTicks", Return = "", 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 = "ForwardAmount, SidewaysAmount", Return = "", Notes = "Applies the specified steering to the vehicle this entity is attached to. Ignored if not attached to any entity." },
				StopBurning = { Params = "", Return = "", Notes = "Extinguishes the entity fire, cancels all fire timers." },
				TakeDamage =
				{
					{ Params = "AttackerEntity", Return = "", Notes = "Causes this entity to take damage that AttackerEntity would inflict. Includes their weapon and this entity's armor." },
					{ Params = "DamageType, AttackerEntity, RawDamage, KnockbackAmount", Return = "", 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 = "DamageType, ArrackerEntity, RawDamage, FinalDamage, KnockbackAmount", Return = "", 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 = "PosX, PosY, PosZ", Return = "", Notes = "Teleports the entity to the specified coords." },
				TeleportToEntity = { Params = "DestEntity", Return = "", Notes = "Teleports this entity to the specified destination entity." },
			},
			Constants =
			{
				etBoat = { Notes = "The entity is a {{cBoat}}" },
				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" },
				etMob = { Notes = "The entity is a {{cMonster}} descendant" },
				etMonster = { Notes = "The entity is a {{cMonster}} descendant" },
				etMinecart = { Notes = "The entity is a {{cMinecart}} descendant" },
				etPlayer = { Notes = "The entity is a {{cPlayer}}" },
				etPickup = { Notes = "The entity is a {{cPickup}}" },
				etProjectile = { Notes = "The entity is a {{cProjectileEntity}} descendant" },
				etTNT = { Notes = "The entity is a {{cTNTEntity}}" },
				etPainting = { Notes = "The entity is a {{cPainting}}" },
			},
			ConstantGroups =
			{
				EntityType =
				{
					Include = "et.*",
					TextBefore = "The following constants are used to distinguish between different entity types:",
				},
			},
		},

		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:Delete("/usr/bin/virus.exe");
</pre></p>
			]],
			Functions =
			{
				Copy = { Params = "SrcFileName, DstFileName", Return = "bool", Notes = "(STATIC) Copies a single file to a new destination. Returns true if successful. Fails if the destination already exists." },
				CreateFolder = { Params = "FolderName", Return = "bool", Notes = "(STATIC) Creates a new folder. Returns true if successful." },
				Delete = { Params = "FileName", Return = "bool", Notes = "(STATIC) Deletes the specified file. Returns true if successful." },
				Exists = { Params = "FileName", Return = "bool", Notes = "(STATIC) Returns true if the specified file exists." },
				GetFolderContents = { Params = "FolderName", Return = "array table of strings", Notes = "(STATIC) 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." },
				GetSize = { Params = "FileName", Return = "number", Notes = "(STATIC) Returns the size of the file, or -1 on failure." },
				IsFile = { Params = "Path", Return = "bool", Notes = "(STATIC) Returns true if the specified path points to an existing file." },
				IsFolder = { Params = "Path", Return = "bool", Notes = "(STATIC) Returns true if the specified path points to an existing folder." },
				ReadWholeFile = { Params = "FileName", Return = "string", Notes = "(STATIC) Returns the entire contents of the specified file. Returns an empty string if the file cannot be opened." },
				Rename = { Params = "OrigPath, NewPath", Return = "bool", Notes = "(STATIC) Renames a file or a folder. Returns true if successful. Undefined result if NewPath already exists." },
			},
		},  -- cFile

		cFloater =
		{
			Desc = [[
				When a player uses his/her fishing rod it creates a floater entity. This class manages it.
			]],
			Functions =
			{
				CanPickup = { Params = "", Return = "bool", Notes = "Returns true if the floater gives an item when the player right clicks." },
				GetAttachedMobID = { Params = "", Return = "EntityID", Notes = "A floater can get attached to an mob. When it is and this functions gets called it returns the mob ID. If it isn't attached to a mob it returns -1" },
				GetOwnerID = { Params = "", Return = "EntityID", Notes = "Returns the EntityID of the player who owns the floater." },
			},
			Inherits = "cEntity",
		},
		
		cGroup =
		{
			Desc = [[
				This class represents a group {{cPlayer|players}} can be in. Groups define the permissions players
				have, and optionally the color of their name in the chat.
			]],
			Functions =
			{
				SetName = { Return = "" },
				GetName = { Return = "string" },
				SetColor = { Return = "" },
				GetColor = { Return = "string" },
				AddCommand = { Return = "" },
				AddPermission = { Return = "" },
				InheritFrom = { Return = "" },
			},
		},  -- cGroup

		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. MCServer 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 =
			{
				constructor = { Params = "", Return = "cIniFile", Notes = "Creates a new empty cIniFile object." },
				AddHeaderComment = { Params = "Comment", Return = "", Notes = "Adds a comment to be stored in the file header." },
				AddKeyComment = 
				{
					{ Params = "KeyID, Comment", Return = "", Notes = "Adds a comment to be stored in the file under the specified key" },
					{ Params = "KeyName, Comment", Return = "", Notes = "Adds a comment to be stored in the file under the specified key" },
				},
				AddKeyName = { Params = "KeyName", Returns = "number", Notes = "Adds a new key of the specified name. Returns the KeyID of the new key." },
				AddValue = { Params = "KeyName, ValueName, Value", Return = "", 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 = "KeyName, ValueName, Value", Return = "", 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 = "KeyName, ValueName, Value", Return = "", 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 = "KeyName, ValueName, Value", Return = "", 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 = { Params = "", Return = "", Notes = "Sets key names' and value names' comparisons to case insensitive (default)." },
				CaseSensitive = { Params = "", Return = "", Notes = "Sets key names and value names comparisons to case sensitive." },
				Clear = { Params = "", Return = "", Notes = "Removes all the in-memory data. Note that , like all the other operations, this doesn't affect any file data." },
				DeleteHeaderComment = { Params = "CommentID", Return = "bool" , Notes = "Deletes the specified header comment. Returns true if successful."},
				DeleteHeaderComments = { Params = "", Return = "", Notes = "Deletes all headers comments." },
				DeleteKey = { Params = "KeyName", Return = "bool", Notes = "Deletes the specified key, and all values in that key. Returns true if successful." },
				DeleteKeyComment =
				{
					{ Params = "KeyID, CommentID", Return = "bool", Notes = "Deletes the specified key comment. Returns true if successful." },
					{ Params = "KeyName, CommentID", Return = "bool", Notes = "Deletes the specified key comment. Returns true if successful." },
				},
				DeleteKeyComments =
				{
					{ Params = "KeyID", Return = "bool", Notes = "Deletes all comments for the specified key. Returns true if successful." },
					{ Params = "KeyName", Return = "bool", Notes = "Deletes all comments for the specified key. Returns true if successful." },
				},
				DeleteValue = { Params = "KeyName, ValueName", Return = "bool", Notes = "Deletes the specified value. Returns true if successful." },
				DeleteValueByID = { Params = "KeyID, ValueID", Return = "bool", Notes = "Deletes the specified value. Returns true if successful." },
				FindKey = { Params = "KeyName", Return = "number", Notes = "Returns the KeyID for the specified key name, or the noID constant if the key doesn't exist." },
				FindValue = { Params = "KeyID, ValueName", Return = "numebr", 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." },
				GetHeaderComment = { Params = "CommentID", Return = "string", Notes = "Returns the specified header comment, or an empty string if such comment doesn't exist" },
				GetKeyComment =
				{
					{ Params = "KeyID, CommentID", Return = "string", Notes = "Returns the specified key comment, or an empty string if such a comment doesn't exist" },
					{ Params = "KeyName, CommentID", Return = "string", Notes = "Returns the specified key comment, or an empty string if such a comment doesn't exist" },
				},
				GetKeyName = { Params = "KeyID", Return = "string", Notes = "Returns the key name for the specified key ID. Inverse for FindKey()." },
				GetNumHeaderComments = { Params = "", Return = "number", Notes = "Retuns the number of header comments." },
				GetNumKeyComments =
				{
					{ Params = "KeyID", Return = "number", Notes = "Returns the number of comments under the specified key" },
					{ Params = "KeyName", Return = "number", Notes = "Returns the number of comments under the specified key" },
				},
				GetNumKeys = { Params = "", Return = "number", Notes = "Returns the total number of keys. This is the range for the KeyID (0 .. GetNumKeys() - 1)" },
				GetNumValues = 
				{
					{ Params = "KeyID", Return = "number", Notes = "Returns the number of values stored under the specified key." },
					{ Params = "KeyName", Return = "number", Notes = "Returns the number of values stored under the specified key." },
				},
				GetValue = 
				{
					{ Params = "KeyName, ValueName", Return = "string", Notes = "Returns the value of the specified name under the specified key. Returns an empty string if the value doesn't exist." },
					{ Params = "KeyID, ValueID", Return = "string", Notes = "Returns the value of the specified name under the specified key. Returns an empty string if the value doesn't exist." },
				},
				GetValueB = { Params = "KeyName, ValueName", Return = "bool", Notes = "Returns the value of the specified name under the specified key, as a bool. Returns false if the value doesn't exist." },
				GetValueF = { Params = "KeyName, ValueName", Return = "number", Notes = "Returns the value of the specified name under the specified key, as a floating-point number. Returns zero if the value doesn't exist." },
				GetValueI = { Params = "KeyName, ValueName", Return = "number", Notes = "Returns the value of the specified name under the specified key, as an integer. Returns zero if the value doesn't exist." },
				GetValueName = 
				{
					{ Params = "KeyID, ValueID", Return = "string", Notes = "Returns the name of the specified value Inverse for FindValue()." },
					{ Params = "KeyName, ValueID", Return = "string", Notes = "Returns the name of the specified value Inverse for FindValue()." },
				},
				GetValueSet = { Params = "KeyName, ValueName, Default", Return = "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." },
				GetValueSetB = { Params = "KeyName, ValueName, Default", Return = "bool", 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." },
				GetValueSetF = { Params = "KeyName, ValueName, Default", Return = "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." },
				GetValueSetI = { Params = "KeyName, ValueName, Default", Return = "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." },
				ReadFile = { Params = "FileName, [AllowExampleFallback]", Return = "bool", 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 = "KeyID, ValueID, NewValue", Return = "bool", Notes = "Overwrites the specified value with a new value. If the specified value doesn't exist, returns false (doesn't add)." },
					{ Params = "KeyName, ValueName, NewValue, [CreateIfNotExists]", Return = "bool", 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 = "KeyName, ValueName, NewValueBool, [CreateIfNotExists]", Return = "bool", 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 = "KeyName, ValueName, NewValueFloat, [CreateIfNotExists]", Return = "bool", 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 = "KeyName, ValueName, NewValueInt, [CreateIfNotExists]", Return = "bool", 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 = "FileName", Return = "bool", 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 do
	local NumValues = IniFile:GetNumValues(k);
	LOG("key \"" .. IniFile:GetKeyName(k) .. "\" has " .. NumValues .. " values:");
	for v = 0, NumValues do
		LOG("  value \"" .. IniFile:GetValueName(k, v) .. "\".");
	end
end
</pre>
					]],
				},
			},  -- AdditionalInfo
		},  -- cIniFile

		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 = "{{cItem|cItem}}, [AllowNewStacks]", Return = "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 = "{{cItems|cItems}}, [AllowNewStacks]", Return = "number", Notes = "Same as AddItem, but for several items at once" },
				ChangeSlotCount = { Params = "SlotNum, AddToCount", Return = "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 = { Params = "", Return = "", Notes = "Empties all slots" },
				CopyToItems = { Params = "{{cItems|cItems}}", Return = "", Notes = "Copies all non-empty slots into the cItems object provided; original cItems contents are preserved" },
				DamageEquippedItem = { Params = "[DamageAmount]", Return = "bool", Notes = "Adds the specified damage (1 by default) to the currently equipped it" },
				DamageItem = { Params = "SlotNum, [DamageAmount]", Return = "bool", 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" },
				GetArmorGrid = { Params = "", Return = "{{cItemGrid|cItemGrid}}", Notes = "Returns the ItemGrid representing the armor grid (1 x 4 slots)" },
				GetArmorSlot = { Params = "ArmorSlotNum", Return = "{{cItem|cItem}}", Notes = "Returns the specified armor slot contents. Note that the returned item is read-only" },
				GetEquippedBoots = { Params = "", Return = "{{cItem|cItem}}", Notes = "Returns the item in the \"boots\" slot of the armor grid. Note that the returned item is read-only" },
				GetEquippedChestplate = { Params = "", Return = "{{cItem|cItem}}", Notes = "Returns the item in the \"chestplate\" slot of the armor grid. Note that the returned item is read-only" },
				GetEquippedHelmet = { Params = "", Return = "{{cItem|cItem}}", Notes = "Returns the item in the \"helmet\" slot of the armor grid. Note that the returned item is read-only" },
				GetEquippedItem = { Params = "", Return = "{{cItem|cItem}}", Notes = "Returns the currently selected item from the hotbar. Note that the returned item is read-only" },
				GetEquippedLeggings = { Params = "", Return = "{{cItem|cItem}}", Notes = "Returns the item in the \"leggings\" slot of the armor grid. Note that the returned item is read-only" },
				GetEquippedSlotNum = { Params = "", Return = "number", Notes = "Returns the hotbar slot number for the currently selected item" },
				GetHotbarGrid = { Params = "", Return = "{{cItemGrid|cItemGrid}}", Notes = "Returns the ItemGrid representing the hotbar grid (9 x 1 slots)" },
				GetHotbarSlot = { Params = "HotBarSlotNum", Return = "{{cItem|cItem}}", Notes = "Returns the specified hotbar slot contents. Note that the returned item is read-only" },
				GetInventoryGrid = { Params = "", Return = "{{cItemGrid|cItemGrid}}", Notes = "Returns the ItemGrid representing the main inventory (9 x 3 slots)" },
				GetInventorySlot = { Params = "InventorySlotNum", Return = "{{cItem|cItem}}", Notes = "Returns the specified main inventory slot contents. Note that the returned item is read-only" },
				GetOwner = { Params = "", Return = "{{cPlayer|cPlayer}}", Notes = "Returns the player whose inventory this object represents" },
				GetSlot = { Params = "SlotNum", Return = "{{cItem|cItem}}", Notes = "Returns the contents of the specified slot. Note that the returned item is read-only" },
				HasItems = { Params = "{{cItem|cItem}}", Return = "bool", Notes = "Returns true if there are at least as many items of the specified type as in the parameter" },
				HowManyCanFit = { Params = "{{cItem|cItem}}", Return = "number", Notes = "Returns the number of the specified items that can fit in the storage, including empty slots" },
				HowManyItems = { Params = "{{cItem|cItem}}", Return = "number", Notes = "Returns the number of the specified items that are currently stored" },
				RemoveItem = { Params = "{{cItem}}", Return = "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 = { Params = "", Return = "", Notes = "Removes one item from the hotbar's currently selected slot" },
				SetArmorSlot = { Params = "ArmorSlotNum, {{cItem|cItem}}", Return = "", Notes = "Sets the specified armor slot contents" },
				SetEquippedSlotNum = { Params = "EquippedSlotNum", Return = "", Notes = "Sets the currently selected hotbar slot number" },
				SetHotbarSlot = { Params = "HotbarSlotNum, {{cItem|cItem}}", Return = "", Notes = "Sets the specified hotbar slot contents" },
				SetInventorySlot = { Params = "InventorySlotNum, {{cItem|cItem}}", Return = "", Notes = "Sets the specified main inventory slot contents" },
				SetSlot = { Params = "SlotNum, {{cItem|cItem}}", Return = "", 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" },
				invInventoryCount  = { Notes = "Number of slots in the main inventory part" },
				invInventoryOffset = { Notes = "Starting slot number of the main inventory part" },
				invHotbarCount     = { Notes = "Number of slots in the Hotbar part" },
				invHotbarOffset    = { Notes = "Starting slot number of the Hotbar 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:
					]],
				},
			},
		},  -- cInventory

		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 =
			{
				constructor =
				{
					{ Params = "", Return = "cItem", Notes = "Creates a new empty cItem object" },
					{ Params = "ItemType, Count, Damage, EnchantmentString", Return = "cItem", Notes = "Creates a new cItem object of the specified type, count (1 by default), damage (0 by default) and enchantments (non-enchanted by default)" },
					{ Params = "cItem", Return = "cItem", Notes = "Creates an exact copy of the cItem object in the parameter" },
				} ,
				AddCount = { Params = "AmountToAdd", Return = "cItem", Notes = "Adds the specified amount to the item count. Returns self (useful for chaining)." },
				Clear = { Params = "", Return = "", Notes = "Resets the instance to an empty item" },
				CopyOne = { Params = "", Return = "cItem", Notes = "Creates a copy of this object, with its count set to 1" },
				DamageItem = { Params = "[Amount]", Return = "bool", 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 = { Params = "", Return = "", Notes = "Resets the instance to an empty item" },
				GetMaxDamage = { Params = "", Return = "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 = { Params = "", Return = "number", Notes = "Returns the maximum stack size for this item." },
				IsDamageable = { Params = "", Return = "bool", Notes = "Returns true if this item does account for its damage" },
				IsEmpty = { Params = "", Return = "bool", Notes = "Returns true if this object represents an empty item (zero count or invalid ID)" },
				IsEqual = { Params = "cItem", Return = "bool", 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)" },
				IsEnchantable = { Params = "", Return = "bool", Notes = "Returns true if the item is enchantable" },
				IsFullStack = { Params = "", Return = "bool", Notes = "Returns true if the item is stacked up to its maximum stacking" },
				IsSameType = { Params = "cItem", Return = "bool", 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" },
				IsBothNameAndLoreEmpty = { Params = "", Return = "bool", Notes = "Returns if both the custom name and lore are not set." },
				IsCustomNameEmpty = { Params = "", Return = "bool", Notes = "Returns if the custom name of the cItem is empty." },
				IsLoreEmpty = { Params = "", Return = "", Notes = "Returns if the lore of the cItem is empty." },
			},
			Variables =
			{
				m_Enchantments = { Type = "{{cEnchantments}}", Notes = "The enchantments that this item has" },
				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_CustomName = { Type = "string", Notes = "The custom name for an item." },
				m_Lore = { Type = "string", Notes = "The lore for an item. Line breaks are represented by the ` character." },
			},
			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 MCServer.
					]],
				},
				{
					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>
]],
				},
			},
		},  -- cItem

		cObjective =
		{
			Desc = [[
				This class represents a single scoreboard objective.
			]],
			Functions =
			{
				AddScore = { Params = "string, number", Return = "Score", Notes = "Adds a value to the score of the specified player and returns the new value." },
				GetDisplayName = { Params = "", Return = "string", Notes = "Returns the display name of the objective. This name will be shown to the connected players." },
				GetName = { Params = "", Return = "string", Notes = "Returns the internal name of the objective." },
				GetScore = { Params = "string", Return = "Score", Notes = "Returns the score of the specified player." },
				GetType = { Params = "", Return = "eType", Notes = "Returns the type of the objective. (i.e what is being tracked)" },
				Reset = { Params = "", Return = "", Notes = "Resets the scores of the tracked players." },
				ResetScore = { Params = "string", Return = "", Notes = "Reset the score of the specified player." },
				SetDisplayName = { Params = "string", Return = "", Notes = "Sets the display name of the objective." },
				SetScore = { Params = "string, Score", Return = "", Notes = "Sets the score of the specified player." },
				SubScore = { Params = "string, number", Return = "Score", 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 = "" },
			},
		}, -- cObjective

		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 = { Params = "", Return = "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 = { Params = "", Return = "string", Notes = "Returns the name of the painting" },
			},

		}, -- cPainting

		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 = "{{cItem|cItem}}, [AllowNewStacks]", Return = "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 = "{{cItems|cItems}}, [AllowNewStacks]", Return = "number", Notes = "Same as AddItem, but for several items at once" },
				ChangeSlotCount =
				{
					{ Params = "SlotNum, AddToCount", Return = "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 = "X, Y, AddToCount", Return = "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 = { Params = "", Return = "", Notes = "Empties all slots" },
				CopyToItems = { Params = "{{cItems|cItems}}", Return = "", Notes = "Copies all non-empty slots into the cItems object provided; original cItems contents are preserved" },
				DamageItem =
				{
					{ Params = "SlotNum, [DamageAmount]", Return = "bool", 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" },
					{ Params = "X, Y, [DamageAmount]", Return = "bool", 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" },
				},
				EmptySlot =
				{
					{ Params = "SlotNum", Return = "", Notes = "Destroys the item in the specified slot" },
					{ Params = "X, Y", Return = "", Notes = "Destroys the item in the specified slot" },
				},
				GetFirstEmptySlot = { Params = "", Return = "number", Notes = "Returns the SlotNumber of the first empty slot, -1 if all slots are full" },
				GetFirstUsedSlot = { Params = "", Return = "number", Notes = "Returns the SlotNumber of the first non-empty slot, -1 if all slots are empty" },
				GetHeight = { Params = "", Return = "number", Notes = "Returns the Y dimension of the grid" },
				GetLastEmptySlot = { Params = "", Return = "number", Notes = "Returns the SlotNumber of the last empty slot, -1 if all slots are full" },
				GetLastUsedSlot = { Params = "", Return = "number", Notes = "Returns the SlotNumber of the last non-empty slot, -1 if all slots are empty" },
				GetNextEmptySlot = { Params = "StartFrom", Return = "number", Notes = "Returns the SlotNumber of the first empty slot following StartFrom, -1 if all the following slots are full" },
				GetNextUsedSlot = { Params = "StartFrom", Return = "number", Notes = "Returns the SlotNumber of the first non-empty slot following StartFrom, -1 if all the following slots are full" },
				GetNumSlots = { Params = "", Return = "number", Notes = "Returns the total number of slots in the grid (Width * Height)" },
				GetSlot =
				{
					{ Params = "SlotNumber", Return = "{{cItem|cItem}}", Notes = "Returns the item in the specified slot. Note that the item is read-only" },
					{ Params = "X, Y", Return = "{{cItem|cItem}}", Notes = "Returns the item in the specified slot. Note that the item is read-only" },
				},
				GetSlotCoords = { Params = "SlotNum", Return = "number, number", Notes = "Returns the X and Y coords for the specified SlotNumber. Returns \"-1, -1\" on invalid SlotNumber" },
				GetSlotNum = { Params = "X, Y", Return = "number", Notes = "Returns the SlotNumber for the specified slot coords. Returns -1 on invalid coords" },
				GetWidth = { Params = "", Return = "number", Notes = "Returns the X dimension of the grid" },
				HasItems = { Params = "{{cItem|cItem}}", Return = "bool", Notes = "Returns true if there are at least as many items of the specified type as in the parameter" },
				HowManyCanFit = { Params = "{{cItem|cItem}}", Return = "number", Notes = "Returns the number of the specified items that can fit in the storage, including empty slots" },
				HowManyItems = { Params = "{{cItem|cItem}}", Return = "number", Notes = "Returns the number of the specified items that are currently stored" },
				IsSlotEmpty =
				{
					{ Params = "SlotNum", Return = "bool", Notes = "Returns true if the specified slot is empty, or an invalid slot is specified" },
					{ Params = "X, Y", Return = "bool", Notes = "Returns true if the specified slot is empty, or an invalid slot is specified" },
				},
				RemoveItem = { Params = "{{cItem}}", Return = "number", Notes = "Removes the specified item from the grid, as many as possible, up to the item's m_ItemCount. Returns the number of items that were removed." },
				RemoveOneItem =
				{
					{ Params = "SlotNum", Return = "{{cItem|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 = "X, Y", Return = "{{cItem|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 = "SlotNum, {{cItem|cItem}}", Return = "", Notes = "Sets the specified slot to the specified item" },
					{ Params = "X, Y, {{cItem|cItem}}", Return = "", 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 PlayerMainInventory = Player:GetInventorySlots();  -- 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 PlayerArmor = Player:GetArmorSlots();  -- 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>
					]],
				},
			},  -- AdditionalInfo
		},  -- cItemGrid

		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 =
			{
				constructor = { Params = "", Return = "cItems", Notes = "Creates a new cItems object" },
				Add =
				{
					{ Params = "{{cItem|cItem}}", Return = "", Notes = "Adds a new item to the end of the collection" },
					{ Params = "ItemType, ItemCount, ItemDamage", Return = "", Notes = "Adds a new item to the end of the collection" },
				},
				Clear = { Params = "", Return = "", Notes = "Removes all items from the collection" },
				Delete = { Params = "Index", Return = "", Notes = "Deletes item at the specified index" },
				Get = { Params = "Index", Return = "{{cItem|cItem}}", Notes = "Returns the item at the specified index" },
				Set =
				{
					{ Params = "Index, {{cItem|cItem}}", Return = "", Notes = "Sets the item at the specified index to the specified item" },
					{ Params = "Index, ItemType, ItemCount, ItemDamage", Return = "", Notes = "Sets the item at the specified index to the specified item" },
				},
				Size = { Params = "", Return = "number", Notes = "Returns the number of items in the collection" },
			},
		},  -- cItems

		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 MCServer 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 = "WindowType, ContentsWidth, ContentsHeight, Title", Return = "", Notes = "Creates a new object of this class" },
				GetContents = { Params = "", Return = "{{cItemGrid|cItemGrid}}", Notes = "Returns the cItemGrid object representing the internal storage in this window" },
				SetOnClosing = { Params = "OnClosingCallback", Return = "", Notes = "Sets the function that the window will call when it is about to be closed by a player" },
				SetOnSlotChanged = { Params = "OnSlotChangedCallback", Return = "", 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 = "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.
<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

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

-- Open the window:
a_Player:OpenWindow(Window);
</pre>
					]],
				},
			},  -- AdditionalInfo
			Inherits = "cWindow",
		},  -- cLuaWindow

		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 = { Params = "", Return = "", Notes = "Erases all pixel data." },
				GetCenterX = { Params = "", Return = "number", Notes = "Returns the X coord of the map's center." },
				GetCenterZ = { Params = "", Return = "number", Notes = "Returns the Y coord of the map's center." },
				GetDimension = { Params = "", Return = "eDimension", Notes = "Returns the dimension of the associated world." },
				GetHeight = { Params = "", Return = "number", Notes = "Returns the height of the map." },
				GetID = { Params = "", Return = "number", Notes = "Returns the numerical ID of the map. (The item damage value)" },
				GetName = { Params = "", Return = "string", Notes = "Returns the name of the map." },
				GetNumPixels = { Params = "", Return = "number", Notes = "Returns the number of pixels in this map." },
				GetPixel = { Params = "PixelX, PixelZ", Return = "ColorID", Notes = "Returns the color of the specified pixel." },
				GetPixelWidth = { Params = "", Return = "number", Notes = "Returns the width of a single pixel in blocks." },
				GetScale = { Params = "", Return = "number", Notes = "Returns the scale of the map. Range: [0,4]" },
				GetWidth = { Params = "", Return = "number", Notes = "Returns the width of the map." },
				GetWorld = { Params = "", Return = "cWorld", Notes = "Returns the associated world." },
				Resize = { Params = "Width, Height", Return = "", Notes = "Resizes the map. WARNING: This will erase the pixel data." },
				SetPixel = { Params = "PixelX, PixelZ, ColorID", Return = "bool", Notes = "Sets the color of the specified pixel. Returns false on error (Out of range)." },
				SetPosition = { Params = "CenterX, CenterZ", Return = "", Notes = "Relocates the map. The pixel data will not be modified." },
				SetScale = { Params = "number", Return = "", 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 = "" },
			},
		}, -- cMap

		cMapManager =
		{
			Desc = [[
				This class is associated with a single {{cWorld}} instance and manages a list of maps.
			]],
			Functions =
			{
				DoWithMap = { Params = "ID, CallbackFunction, [CallbackData]", Return = "bool", 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}}, [CallbackData])</pre> Returns true if the map was found and the callback called, false if map not found." },
				GetNumMaps = { Params = "", Return = "number", Notes = "Returns the number of registered maps." },
			},

		}, -- cMapManager

		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>
				Some functions are static and do not require an instance to be called. For others, you need to get
				the singleton instance of this class using {{cRoot}}'s GetMojangAPI() function.</p>
				<p>
				Mojang uses two formats for UUIDs, short and dashed. MCServer 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.
			]],
			Functions =
			{
				AddPlayerNameToUUIDMapping = { Params = "PlayerName, UUID", Return = "", Notes = "Adds the specified PlayerName-to-UUID mapping into the cache, with current timestamp." },
				GetUUIDsFromPlayerNames = { Params = "PlayerNames", Return = "table", Notes = "Returns a table that contains the map, 'PlayerName' -> 'UUID', for all valid playernames in the input array-table. PlayerNames not recognized will not be set in the returned map. Queries the Mojang servers for the results. <b>WARNING</b>: Do NOT use this function 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 = { Params = "UUID", Return = "DashedUUID", Notes = "(STATIC) Converts the UUID to a dashed format (\"01234567-8901-2345-6789-012345678901\"). Accepts both dashed and short UUIDs. Logs a warning and returns an empty string if UUID format not recognized." },
				MakeUUIDShort = { Params = "UUID", Return = "ShortUUID", Notes = "(STATIC) Converts the UUID to a short format (without dashes, \"01234567890123456789012345678901\"). Accepts both dashed and 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 = { Params = "{{cMonster#MobType|MobType}}", Return = "{{cMonster#MobFamily|MobFamily}}", Notes = "(STATIC) Returns the mob family ({{cMonster#MobFamily|mfXXX}} constants) based on the mob type ({{cMonster#MobType|mtXXX}} constants)" },
				GetMobFamily = { Params = "", Return = "{{cMonster#MobFamily|MobFamily}}", Notes = "Returns this mob's family ({{cMonster#MobFamily|mfXXX}} constant)" },
				GetMobType = { Params = "", Return = "{{cMonster#MobType|MobType}}", Notes = "Returns the type of this mob ({{cMonster#MobType|mtXXX}} constant)" },
				GetSpawnDelay = { Params = "{{cMonster#MobFamily|MobFamily}}", Return = "number", Notes = "(STATIC) Returns the spawn delay  - the number of game ticks between spawn attempts - for the specified mob family." },
				MobTypeToString = { Params = "{{cMonster#MobType|MobType}}", Return = "string", Notes = "(STATIC) Returns the string representing the given mob type ({{cMonster#MobType|mtXXX}} constant), or empty string if unknown type." },
				MoveToPosition = { Params = "Position", Return = "", Notes = "Moves mob to the specified position" },
				StringToMobType = { Params = "string", Return = "{{cMonster#MobType|MobType}}", Notes = "(STATIC) Returns the mob type ({{cMonster#MobType|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 =
			{
				MobFamily =
				{
					Include = "mf.*",
					TextBefore = [[
						Mobs are divided into families. The following constants are used for individual family types:
					]],
				},
				MobType =
				{
					Include = "mt.*",
					TextBefore = [[
						The following constants are used for distinguishing between the individual mob types:
					]],
				},
			},
			Inherits = "cPawn",
		},  -- cMonster

		cPawn =
		{
			Desc = [[cPawn is a controllable pawn object, controlled by either AI or a player. cPawn inherits all functions and members of {{cEntity}}
]],
			Functions =
			{
				TeleportToEntity = { Return = "" },
				TeleportTo = { Return = "" },
				Heal = { Return = "" },
				TakeDamage = { Return = "" },
				KilledBy = { Return = "" },
				GetHealth = { Return = "number" },
				AddEntityEffect = { Params = "EffectType, {{cEntityEffect}}", Return = "", Notes = "Applies an entity effect" },
				RemoveEntityEffect = { Params = "EffectType", Return = "", Notes = "Removes a currently applied entity effect" },
				ClearEntityEffects = { Return = "", Notes = "Removes all currently applied entity effects" },
			},
			Inherits = "cEntity",
		},  -- cPawn

		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.
			]],
			Functions =
			{
				CollectedBy = { Params = "{{cPlayer}}", Return = "bool", Notes = "Tries to make the player collect the pickup. Returns true if the pickup was collected, at least partially." },
				GetAge = { Params = "", Return = "number", Notes = "Returns the number of ticks that the pickup has existed." },
				GetItem = { Params = "", Return = "{{cItem|cItem}}", Notes = "Returns the item represented by this pickup" },
				IsCollected = { Params = "", Return = "bool", Notes = "Returns true if this pickup has already been collected (is waiting to be destroyed)" },
				IsPlayerCreated = { Params = "", Return = "bool", Notes = "Returns true if the pickup was created by a player" },
			},
			Inherits = "cEntity",
		},  -- cPickup

		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 = "Exhaustion", Return = "", Notes = "Adds the specified number to the food exhaustion. Only positive numbers expected." },
				AddToGroup = { Params = "GroupName", Return = "", Notes = "Temporarily adds the player to the specified group. The assignment is lost when the player disconnects." },
				CalcLevelFromXp = { Params = "XPAmount", Return = "number", Notes = "(STATIC) Returns the level which is reached with the specified amount of XP. Inverse of XpForLevel()." },
				CanFly = { Return = "bool", Notes = "Returns if the player is able to fly." },
				CloseWindow = { Params = "[CanRefuse]", Return = "", Notes = "Closes the currently open UI window. If CanRefuse is true (default), the window may refuse the closing." },
				CloseWindowIfID = { Params = "WindowID, [CanRefuse]", Return = "", 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 = "DeltaXP", Return = "", 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 = "AddFood, AddSaturation", Return = "bool", 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 = "NumTicks", Return = "", Notes = "Starts the food poisoning for the specified amount of ticks; if already foodpoisoned, sets FoodPoisonedTicksRemaining to the larger of the two" },
				ForceSetSpeed = { Params = "{{Vector3d|Direction}}", Notes = "Forces the player to move to the given direction." },
				GetClientHandle = { Params = "", Return = "{{cClientHandle}}", Notes = "Returns the client handle representing the player's connection. May be nil (AI players)." },
				GetColor = { Return = "string", Notes = "Returns the full color code to be used for this player (based on the first group). Prefix player messages with this code." },
				GetCurrentXp = { Params = "", Return = "number", Notes = "Returns the current amount of XP" },
				GetEffectiveGameMode = { Params = "", Return = "{{Globals#GameMode|GameMode}}", 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 = { Params = "", Return = "{{cItem}}", Notes = "Returns the item that the player is currently holding; empty item if holding nothing." },
				GetEyeHeight = { Return = "number", Notes = "Returns the height of the player's eyes, in absolute coords" },
				GetEyePosition = { Return = "{{Vector3d|EyePositionVector}}", Notes = "Returns the position of the player's eyes, as a {{Vector3d}}" },
				GetFloaterID = { Params = "", Return = "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 = { Params = "", Return = "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 = { Params = "", Return = "number", Notes = "Returns the food exhaustion level" },
				GetFoodLevel = { Params = "", Return = "number", Notes = "Returns the food level (number of half-drumsticks on-screen)" },
				GetFoodPoisonedTicksRemaining = { Params = "", Return = "", Notes = "Returns the number of ticks left for the food posoning effect" },
				GetFoodSaturationLevel = { Params = "", Return = "number", Notes = "Returns the food saturation (overcharge of the food level, is depleted before food level)" },
				GetFoodTickTimer = { Params = "", Return = "", 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 = { Return = "{{Globals#GameMode|GameMode}}", 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."},
				GetGroups = { Return = "array-table of {{cGroup}}", Notes = "Returns all the groups that this player is member of, as a table. The groups are stored in the array part of the table, beginning with index 1."},
				GetIP = { Return = "string", Notes = "Returns the IP address of the player, if available. Returns an empty string if there's no IP to report."},
				GetInventory = { Return = "{{cInventory|Inventory}}", Notes = "Returns the player's inventory"},
				GetMaxSpeed = { Params = "", Return = "number", Notes = "Returns the player's current maximum speed, relative to the game default speed. Takes into account the sprinting / flying status." },
				GetName = { Return = "string", Notes = "Returns the player's name" },
				GetNormalMaxSpeed = { Params = "", Return = "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." },
				GetResolvedPermissions = { Return = "array-table of string", Notes = "Returns all the player's permissions, as a table. The permissions are stored in the array part of the table, beginning with index 1." },
				GetSprintingMaxSpeed = { Params = "", Return = "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." },
				GetStance = { Return = "number", Notes = "Returns the player's stance (Y-pos of player's eyes)" },
				GetThrowSpeed = { Params = "SpeedCoeff", Return = "{{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 = { Params = "", Return = "{{Vector3d}}", Notes = "Returns the position where the projectiles should start when thrown by this player." },
				GetWindow = { Params = "", Return = "{{cWindow}}", Notes = "Returns the currently open UI window. If the player doesn't have any UI window open, returns the inventory window." },
				GetXpLevel = { Params = "", Return = "number", Notes = "Returns the current XP level (based on current XP amount)." },
				GetXpLifetimeTotal = { Params = "", Return = "number", Notes = "Returns the amount of XP that has been accumulated throughout the player's lifetime." },
				GetXpPercentage = { Params = "", Return = "number", Notes = "Returns the percentage of the experience bar - the amount of XP towards the next XP level. Between 0 and 1." },
				HasPermission = { Params = "PermissionString", Return = "bool", Notes = "Returns true if the player has the specified permission" },
				Heal = { Params = "HitPoints", Return = "", Notes = "Heals the player by the specified amount of HPs. Only positive amounts are expected. Sends a health update to the client." },
				IsEating = { Params = "", Return = "bool", Notes = "Returns true if the player is currently eating the item in their hand." },
				IsFishing = { Params = "", Return = "bool", Notes = "Returns true if the player is currently fishing" },
				IsFlying = { Return = "bool", Notes = "Returns true if the player is flying." },
				IsGameModeAdventure = { Params = "", Return = "bool", Notes = "Returns true if the player is in the gmAdventure gamemode, or has their gamemode unset and the world is a gmAdventure world." },
				IsGameModeCreative = { Params = "", Return = "bool", Notes = "Returns true if the player is in the gmCreative gamemode, or has their gamemode unset and the world is a gmCreative world." },
				IsGameModeSurvival = { Params = "", Return = "bool", Notes = "Returns true if the player is in the gmSurvival gamemode, or has their gamemode unset and the world is a gmSurvival world." },
				IsInGroup = { Params = "GroupNameString", Return = "bool", Notes = "Returns true if the player is a member of the specified group." },
				IsOnGround = { Params = "", Return = "bool", Notes = "Returns true if the player is on ground (not falling, not jumping, not flying)" },
				IsSatiated = { Params = "", Return = "bool", Notes = "Returns true if the player is satiated (cannot eat)." },
				IsVisible = { Params = "", Return = "bool", Notes = "Returns true if the player is visible to other players" },
				LoadPermissionsFromDisk = { Params = "", Return = "", Notes = "Reloads the player's permissions from the disk. This loses any temporary changes made to the player's groups." },
				MoveTo = { Params = "{{Vector3d|NewPosition}}", Return = "Tries to move the player into the specified position." },
				MoveToWorld = { Params = "WorldName", Return = "bool", Return = "Moves the player to the specified world. Returns true if successful." },
				OpenWindow = { Params = "{{cWindow|Window}}", Return = "", Notes = "Opens the specified UI window for the player." },
				RemoveFromGroup = { Params = "GroupName", Return = "", Notes = "Temporarily removes the player from the specified group. This change is lost when the player disconnects." },
				Respawn = { Params = "", Return = "", Notes = "Restores the health, extinguishes fire, makes visible and sends the Respawn packet." },
				SendMessage = { Params = "Message", Return = "", Notes = "Sends the specified message to the player." },
				SendMessageFailure = { Params = "Message", Return = "", 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 = "Message", Return = "", 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 = "Message", Return = "", Notes = "Prepends Yellow [INFO] / colours entire text (depending on ShouldUseChatPrefixes()) and sends message to player. Informational message, such as command usage, etc." },
				SendMessagePrivateMsg = { Params = "Message, SenderName", Return = "", 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 = "Message", Return = "", Notes = "Prepends Green [INFO] / colours entire text (depending on ShouldUseChatPrefixes()) and sends message to player. Success notification." },
				SendMessageWarning = { Params = "Message, Sender", Return = "", 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." },
				SetCanFly = { Params = "CanFly", Notes = "Sets if the player can fly or not." },
				SetCrouch = { Params = "IsCrouched", Return = "", Notes = "Sets the crouch state, broadcasts the change to other players." },
				SetCurrentExperience = { Params = "XPAmount", Return = "", Notes = "Sets the current amount of experience (and indirectly, the XP level)." },
				SetFlying = { Params = "IsFlying", Notes = "Sets if the player is flying or not." },
				SetFlyingMaxSpeed = { Params = "FlyingMaxSpeed", Return = "", 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 = "ExhaustionLevel", Return = "", Notes = "Sets the food exhaustion to the specified level." },
				SetFoodLevel = { Params = "FoodLevel", Return = "", Notes = "Sets the food level (number of half-drumsticks on-screen)" },
				SetFoodPoisonedTicksRemaining = { Params = "FoodPoisonedTicksRemaining", Return = "", Notes = "Sets the number of ticks remaining for food poisoning. Doesn't send foodpoisoning effect to the client, use FoodPoison() for that." },
				SetFoodSaturationLevel = { Params = "FoodSaturationLevel", Return = "", Notes = "Sets the food saturation (overcharge of the food level)." },
				SetFoodTickTimer = { Params = "FoodTickTimer", Return = "", 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 = "{{Globals#GameMode|NewGameMode}}", Return = "", Notes = "Sets the gamemode for the player. The new gamemode overrides the world's default gamemode, unless it is set to gmInherit." },
				SetIsFishing = { Params = "IsFishing, [FloaterEntityID]", Return = "", 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" },
				SetName = { Params = "Name", Return = "", 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 = "NormalMaxSpeed", Return = "", 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 = "IsSprinting", Return = "", Notes = "Sets whether the player is sprinting or not." },
				SetSprintingMaxSpeed = { Params = "SprintingMaxSpeed", Return = "", 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." },
				SetVisible = { Params = "IsVisible", Return = "", Notes = "Sets the player visibility to other players" },
				XpForLevel = { Params = "XPLevel", Return = "number", Notes = "(STATIC) 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

		cPlugin =
		{
			Desc = [[cPlugin describes a Lua plugin. This page is dedicated to new-style plugins and contain their functions. Each plugin has its own Plugin object.
]],
			Functions =
			{
				Call = { Params = "Function name, [All the parameters divided with commas]", Notes = "(<b>OBSOLETE</b>) This function allows you to call a function from another plugin. It can only use pass: integers, booleans, strings and usertypes (cPlayer, cEntity, cCuboid, etc.).<br /><br /><b>This function is obsolete and unsafe, use {{cPluginManager}}:CallPlugin() instead!</b>" },
				GetDirectory = { Return = "string", Notes = "Returns the name of the folder where the plugin's files are. (APIDump)" },
				GetLocalDirectory = { Notes = "OBSOLETE use GetLocalFolder instead." },
				GetLocalFolder = { Return = "string", Notes = "Returns the path where the plugin's files are. (Plugins/APIDump)" },
				GetName = { Return = "string", Notes = "Returns the name of the plugin." },
				SetName = { Params = "string", Notes = "Sets the name of the Plugin." },
				GetVersion = { Return = "number", Notes = "Returns the version of the plugin." },
				SetVersion = { Params = "number", Notes = "Sets the version of the plugin." },
				GetFileName = { Return = "string" },
				CreateWebPlugin = { Notes = "{{cWebPlugin|cWebPlugin}}" },
			},
		},  -- cPlugin

		cPluginLua =
		{
			Desc = "",
			Functions = {},
			Inherits = "cPlugin",
		},  -- cPluginLua

		cPluginManager =
		{
			Desc = [[
				This class is used for generic plugin-related functionality. The plugin manager has a list of all
				plugins, can enable or disable plugins, manages hooks and in-game console commands.</p>
				<p>
				There is one instance of cPluginManager in MCServer, to get it, call either
				{{cRoot|cRoot}}:Get():GetPluginManager() or cPluginManager:Get() function.</p>
				<p>
				Note that some functions are "static", that means that they are called using a dot operator instead
				of the colon operator. For example:
<pre class="prettyprint lang-lua">
cPluginManager.AddHook(cPluginManager.HOOK_CHAT, OnChatMessage);
</pre></p>
			]],
			Functions =
			{
				AddHook =
				{
					{ Params = "HookType, [HookFunction]", Return = "", Notes = "(STATIC) Informs the plugin manager that it should call the specified function when the specified hook event occurs. If a function is not specified, a default function name is looked up, based on the hook type" },
					{ Params = "{{cPlugin|Plugin}}, HookType, [HookFunction]", Return = "", Notes = "(STATIC, <b>DEPRECATED</b>) Informs the plugin manager that it should call the specified function when the specified hook event occurs. If a function is not specified, a default function name is looked up, based on the hook type. NOTE: This format is deprecated and the server outputs a warning if it is used!" },
				},
				BindCommand =
				{
					{ Params = "Command, Permission, Callback, HelpString", Return = "[bool]", Notes = "(STATIC) Binds an in-game command with the specified callback function, permission and help string. By common convention, providing an empty string for HelpString will hide the command from the /help display. Returns true if successful, logs to console and returns no value on error." },
					{ Params = "Command, Permission, Callback, HelpString", Return = "[bool]", Notes = "Binds an in-game command with the specified callback function, permission and help string. By common convention, providing an empty string for HelpString will hide the command from the /help display. Returns true if successful, logs to console and returns no value on error." },
				},
				BindConsoleCommand =
				{
					{ Params = "Command, Callback, HelpString", Return = "[bool]", Notes = "(STATIC) Binds a console command with the specified callback function and help string. By common convention, providing an empty string for HelpString will hide the command from the \"help\" console command. Returns true if successful, logs to console and returns no value on error." },
					{ Params = "Command, Callback, HelpString", Return = "[bool]", Notes = "Binds a console command with the specified callback function and help string. By common convention, providing an empty string for HelpString will hide the command from the \"help\" console command. Returns true if successful, logs to console and returns no value on error." },
				},
				CallPlugin = { Params = "PluginName, FunctionName, [FunctionArgs...]", Return = "[FunctionRets]", Notes = "(STATIC) Calls the specified function in the specified plugin, passing all the given arguments to it. If it succeeds, it returns all the values returned by that function. If it fails, returns no value at all. Note that only strings, numbers, bools, nils and classes can be used for parameters and return values; tables and functions cannot be copied across plugins." },
				DisablePlugin = { Params = "PluginName", Return = "bool", Notes = "Disables a plugin specified by its name. Returns true if the plugin was disabled, false if it wasn't found or wasn't active." },
				ExecuteCommand = { Params = "{{cPlayer|Player}}, CommandStr", Return = "{{cPluginManager#CommandResult|CommandResult}}", Notes = "Executes the command as if given by the specified Player. Checks permissions." },
				FindPlugins = { Params = "", Return = "", Notes = "Refreshes the list of plugins to include all folders inside the Plugins folder (potentially new disabled plugins)" },
				ForceExecuteCommand = { Params = "{{cPlayer|Player}}, CommandStr", Return = "{{cPluginManager#CommandResult|CommandResult}}", Notes = "Same as ExecuteCommand, but doesn't check permissions" },
				ForEachCommand = { Params = "CallbackFn", Return = "bool", Notes = "Calls the CallbackFn function for each command that has been bound using BindCommand(). The CallbackFn has the following signature: <pre class=\"prettyprint lang-lua\">function(Command, Permission, HelpString)</pre>. If the callback returns true, the enumeration is aborted and this API function returns false; if it returns false or no value, the enumeration continues with the next command, and the API function returns true." },
				ForEachConsoleCommand = { Params = "CallbackFn", Return = "bool", Notes = "Calls the CallbackFn function for each command that has been bound using BindConsoleCommand(). The CallbackFn has the following signature: <pre class=\"prettyprint lang-lua\">function (Command, HelpString)</pre>. If the callback returns true, the enumeration is aborted and this API function returns false; if it returns false or no value, the enumeration continues with the next command, and the API function returns true." },
				Get = { Params = "", Return = "cPluginManager", Notes = "(STATIC) Returns the single instance of the plugin manager" },
				GetAllPlugins = { Params = "", Return = "table", Notes = "Returns a table (dictionary) of all plugins, [name => value], where value is a valid {{cPlugin}} if the plugin is loaded, or the bool value false if the plugin is not loaded." },
				GetCommandPermission = { Params = "Command", Return = "Permission", Notes = "Returns the permission needed for executing the specified command" },
				GetCurrentPlugin = { Params = "", Return = "{{cPlugin}}", Notes = "Returns the {{cPlugin}} object for the calling plugin. This is the same object that the Initialize function receives as the argument." },
				GetNumPlugins = { Params = "", Return = "number", Notes = "Returns the number of plugins, including the disabled ones" },
				GetPlugin = { Params = "PluginName", Return = "{{cPlugin}}", Notes = "(<b>DEPRECATED, UNSAFE</b>) Returns a plugin handle of the specified plugin, or nil if such plugin is not loaded. Note thatdue to multithreading the handle is not guaranteed to be safe for use when stored - a single-plugin reload may have been triggered in the mean time for the requested plugin." },
				GetPluginsPath = { Params = "", Return = "string", Notes = "Returns the path where the individual plugin folders are located. Doesn't include the path separator at the end of the returned string." },
				IsCommandBound = { Params = "Command", Return = "bool", Notes = "Returns true if in-game Command is already bound (by any plugin)" },
				IsConsoleCommandBound = { Params = "Command", Return = "bool", Notes = "Returns true if console Command is already bound (by any plugin)" },
				LoadPlugin = { Params = "PluginFolder", Return = "", Notes = "(<b>DEPRECATED</b>) Loads a plugin from the specified folder. NOTE: Loading plugins may be an unsafe operation and may result in a deadlock or a crash. This API is deprecated and might be removed." },
				LogStackTrace = { Params = "", Return = "", Notes = "(STATIC) Logs a current stack trace of the Lua engine to the server console log. Same format as is used when the plugin fails." },
				ReloadPlugins = { Params = "", Return = "", Notes = "Reloads all active plugins" },
			},
			ConstantGroups=
			{
				CommandResult =
				{
					Include = "^cr.*",
					TextBefore = [[
						Results that the (Force)ExecuteCommand return. This gives information if the command is executed or not and the reason.
					]],
				},
			},
			Constants =
			{
				crBlocked = { Notes = "When a plugin stopped the command using the OnExecuteCommand hook" },
				crError = { Notes = "When the command handler for the given command results in an error" },
				crExecuted = { Notes = "When the command is successfully executed." },
				crNoPermission = { Notes = "When the player doesn't have permission to execute the given command." },
				crUnknownCommand = { Notes = "When the given command doesn't exist." },
				HOOK_BLOCK_SPREAD = { Notes = "Called when a block spreads based on world conditions" },
				HOOK_BLOCK_TO_PICKUPS = { Notes = "Called when a block has been dug and is being converted to pickups. The server has provided the default pickups and the plugins may modify them." },
				HOOK_CHAT = { Notes = "Called when a client sends a chat message that is not a command. The plugin may modify the chat message" },
				HOOK_CHUNK_AVAILABLE = { Notes = "Called when a chunk is loaded or generated and becomes available in the {{cWorld|world}}." },
				HOOK_CHUNK_GENERATED = { Notes = "Called after a chunk is generated. A plugin may do last modifications on the generated chunk before it is handed of to the {{cWorld|world}}." },
				HOOK_CHUNK_GENERATING = { Notes = "Called before a chunk is generated. A plugin may override some parts of the generation algorithm." },
				HOOK_CHUNK_UNLOADED = { Notes = "Called after a chunk has been unloaded from a {{cWorld|world}}." },
				HOOK_CHUNK_UNLOADING = { Notes = "Called before a chunk is unloaded from a {{cWorld|world}}. The chunk has already been saved." },
				HOOK_COLLECTING_PICKUP = { Notes = "Called when a player is about to collect a pickup." },
				HOOK_CRAFTING_NO_RECIPE = { Notes = "Called when a player has items in the crafting slots and the server cannot locate any recipe. Plugin may provide a recipe." },
				HOOK_DISCONNECT = { Notes = "Called after the player has disconnected." },
				HOOK_EXECUTE_COMMAND = { Notes = "Called when a client sends a chat message that is recognized as a command, before handing that command to the regular command handler. A plugin may stop the command from being handled. This hook is called even when the player doesn't have permissions for the command." },
				HOOK_EXPLODED = { Notes = "Called after an explosion has been processed in a {{cWorld|world}}." },
				HOOK_EXPLODING = { Notes = "Called before an explosion is processed in a {{cWorld|world}}. A plugin may alter the explosion parameters or cancel the explosion altogether." },
				HOOK_HANDSHAKE = { Notes = "Called when a Handshake packet is received from a client." },
				HOOK_HOPPER_PULLING_ITEM = { Notes = "Called when a hopper is pulling an item from the container above it." },
				HOOK_HOPPER_PUSHING_ITEM = { Notes = "Called when a hopper is pushing an item into the container it is aimed at." },
				HOOK_KILLING = { Notes = "Called when an entity has just been killed. A plugin may resurrect the entity by setting its health to above zero." },
				HOOK_LOGIN = { Notes = "Called when a Login packet is sent to the client, before the client is queued for authentication." },
				HOOK_MAX = { Notes = "The maximum TypeID of a hook. Used internally by MCS to check hook type for validity." },
				HOOK_NUM_HOOKS = { Notes = "Total number of hook types MCS supports. Used internally by MCS to check hook type for validity." },
				HOOK_PLAYER_ANIMATION = { Notes = "Called when a client send the Animation packet." },
				HOOK_PLAYER_BREAKING_BLOCK = { Notes = "Called when a player is about to break a block. A plugin may cancel the event." },
				HOOK_PLAYER_BROKEN_BLOCK = { Notes = "Called after a player has broken a block." },
				HOOK_PLAYER_EATING = { Notes = "Called when the player starts eating a held item. Plugins may abort the eating." },
				HOOK_PLAYER_FISHED = { Notes = "Called when the player reels the fishing rod back in, after the server decides the player's fishing reward." },
				HOOK_PLAYER_FISHING = { Notes = "Called when the player reels the fishing rod back in, plugins may alter the fishing reward." },
				HOOK_PLAYER_JOINED = { Notes = "Called when the player entity has been created. It has not yet been fully initialized." },
				HOOK_PLAYER_LEFT_CLICK = { Notes = "Called when the client sends the LeftClick packet." },
				HOOK_PLAYER_MOVING = { Notes = "Called when the player has moved and the movement is now being applied." },
				HOOK_PLAYER_PLACED_BLOCK = { Notes = "Called when the player has just placed a block" },
				HOOK_PLAYER_PLACING_BLOCK = { Notes = "Called when the player is about to place a block. A plugin may cancel the event." },
				HOOK_PLAYER_RIGHT_CLICK = { Notes = "Called when the client sends the RightClick packet." },
				HOOK_PLAYER_RIGHT_CLICKING_ENTITY = { Notes = "Called when the client sends the UseEntity packet." },
				HOOK_PLAYER_SHOOTING = { Notes = "Called when the player releases the mouse button to fire their bow." },
				HOOK_PLAYER_SPAWNED = { Notes = "Called after the player entity has been created. The entity is fully initialized and is spawning in the {{cWorld|world}}." },
				HOOK_PLAYER_TOSSING_ITEM = { Notes = "Called when the player is tossing the held item (keypress Q)" },
				HOOK_PLAYER_USED_BLOCK = { Notes = "Called after the player has right-clicked a block" },
				HOOK_PLAYER_USED_ITEM = { Notes = "Called after the player has right-clicked with a usable item in their hand." },
				HOOK_PLAYER_USING_BLOCK = { Notes = "Called when the player is about to use (right-click) a block" },
				HOOK_PLAYER_USING_ITEM = { Notes = "Called when the player is about to right-click with a usable item in their hand." },
				HOOK_POST_CRAFTING = { Notes = "Called after a valid recipe has been chosen for the current contents of the crafting grid. Plugins may modify the recipe." },
				HOOK_PRE_CRAFTING = { Notes = "Called before a recipe is searched for the current contents of the crafting grid. Plugins may provide a recipe and cancel the built-in search." },
				HOOK_SPAWNED_ENTITY = { Notes = "Called after an entity is spawned in a {{cWorld|world}}. The entity is already part of the world." },
				HOOK_SPAWNED_MONSTER = { Notes = "Called after a mob is spawned in a {{cWorld|world}}. The mob is already part of the world." },
				HOOK_SPAWNING_ENTITY = { Notes = "Called just before an entity is spawned in a {{cWorld|world}}." },
				HOOK_SPAWNING_MONSTER = { Notes = "Called just before a mob is spawned in a {{cWorld|world}}." },
				HOOK_TAKE_DAMAGE = { Notes = "Called when an entity is taking any kind of damage. Plugins may modify the damage value, effects, source or cancel the damage." },
				HOOK_TICK = { Notes = "Called when the main server thread ticks - 20 times a second." },
				HOOK_UPDATED_SIGN = { Notes = "Called after a {{cSignEntity|sign}} text has been updated, either by a player or by any external means." },
				HOOK_UPDATING_SIGN = { Notes = "Called before a {{cSignEntity|sign}} text is updated, either by a player or by any external means." },
				HOOK_WEATHER_CHANGED = { Notes = "Called after the weather has changed." },
				HOOK_WEATHER_CHANGING = { Notes = "Called just before the weather changes" },
				HOOK_WORLD_TICK = { Notes = "Called in each world's tick thread when the game logic is about to tick (20 times a second)." },
			},
		},  -- cPluginManager

		cRoot =
		{
			Desc = [[
				This class represents the root of MCServer'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 =
			{
				Get = { Params = "", Return = "Root object", Notes = "(STATIC)This function returns the cRoot object." },
				BroadcastChat = { Params = "Message", Return = "", Notes = "Broadcasts a message to every player in the server. No formatting is done by the server." },
				BroadcastChatFailure = { Params = "Message", Return = "", Notes = "Prepends Rose [INFO] / colours entire text (depending on ShouldUseChatPrefixes()) and broadcasts message. For a command that failed to run because of insufficient permissions, etc." },
				BroadcastChatFatal = { Params = "Message", Return = "", Notes = "Prepends Red [FATAL] / colours entire text (depending on ShouldUseChatPrefixes()) and broadcasts message. For a plugin that crashed, or similar." },
				BroadcastChatInfo = { Params = "Message", Return = "", Notes = "Prepends Yellow [INFO] / colours entire text (depending on ShouldUseChatPrefixes()) and broadcasts message. For informational messages, such as command usage." },
				BroadcastChatSuccess = { Params = "Message", Return = "", Notes = "Prepends Green [INFO] / colours entire text (depending on ShouldUseChatPrefixes()) and broadcasts message. For success messages." },
				BroadcastChatWarning = { Params = "Message", Return = "", Notes = "Prepends Rose [WARN] / colours entire text (depending on ShouldUseChatPrefixes()) and broadcasts message. For concerning events, such as plugin reload etc." },
				CreateAndInitializeWorld = { Params = "WorldName", Return = "{{cWorld|cWorld}}", Notes = "Creates a new world and initializes it. If there is a world whith the same name it returns nil." },
				FindAndDoWithPlayer = { Params = "PlayerName, CallbackFunction", Return = "", Notes = "Calls the given callback function for all players with names partially (or fully) matching the name string provided." },
				ForEachPlayer = { Params = "CallbackFunction", Return = "", 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 = "CallbackFunction", Return = "", 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>" },
				GetCraftingRecipes = { Params = "", Return = "{{cCraftingRecipe|cCraftingRecipe}}", Notes = "Returns the CraftingRecipes object" },
				GetDefaultWorld = { Params = "", Return = "{{cWorld|cWorld}}", Notes = "Returns the world object from the default world." },
				GetFurnaceFuelBurnTime = { Params = "{{cItem|Fuel}}", Return = "number", Notes = "(STATIC) Returns the number of ticks for how long the item would fuel a furnace. Returns zero if not a fuel." },
				GetFurnaceRecipe = { Params = "{{cItem|InItem}}", Return = "{{cItem|OutItem}}, NumTicks, {{cItem|InItem}}", Notes = "(STATIC) 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 MCServer supports smelting M items into N items and different smelting rates). If no recipe is found, returns no value." },
				GetGroupManager = { Params = "", Return = "{{cGroupManager|cGroupManager}}", Notes = "Returns the cGroupManager object." },
				GetMojangAPI = { Params = "", Return = "{{cMojangAPI}}", Notes = "Returns the {{cMojangAPI}} object." },
				GetPhysicalRAMUsage = { Params = "", Return = "number", Notes = "Returns the amount of physical RAM that the entire MCServer process is using, in KiB. Negative if the OS doesn't support this query." },
				GetPluginManager = { Params = "", Return = "{{cPluginManager|cPluginManager}}", Notes = "Returns the cPluginManager object." },
				GetPrimaryServerVersion = { Params = "", Return = "number", Notes = "Returns the servers primary server version." },
				GetProtocolVersionTextFromInt = { Params = "Protocol Version", Return = "string", Notes = "Returns the Minecraft version from the given Protocol. If there is no version found, it returns 'Unknown protocol(Parameter)'" },
				GetServer = { Params = "", Return = "{{cServer|cServer}}", Notes = "Returns the cServer object." },
				GetTotalChunkCount = { Params = "", Return = "number", Notes = "Returns the amount of loaded chunks." },
				GetVirtualRAMUsage = { Params = "", Return = "number", Notes = "Returns the amount of virtual RAM that the entire MCServer process is using, in KiB. Negative if the OS doesn't support this query." },
				GetWebAdmin = { Params = "", Return = "{{cWebAdmin|cWebAdmin}}", Notes = "Returns the cWebAdmin object." },
				GetWorld = { Params = "WorldName", Return = "{{cWorld|cWorld}}", Notes = "Returns the cWorld object of the given world. It returns nil if there is no world with the given name." },
				QueueExecuteConsoleCommand = { Params = "Message", Return = "", 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 = { Params = "", Return = "", 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." },
				SetPrimaryServerVersion = { Params = "Protocol Version", Return = "", Notes = "Sets the servers PrimaryServerVersion to the given protocol number." }
			},
			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>
					]],
				},
			},
		},  -- cRoot

		cScoreboard =
		{
			Desc = [[
				This class manages the objectives and teams of a single world.
			]],
			Functions =
			{
				AddPlayerScore = { Params = "Name, Type, Value", Return = "", Notes = "Adds a value to all player scores of the specified objective type." },
				ForEachObjective = { Params = "CallBackFunction, [CallbackData]", Return = "bool", 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}}, [CallbackData])</pre> The callback should return false or no value to continue with the next objective, or true to abort the enumeration." },
				ForEachTeam = { Params = "CallBackFunction, [CallbackData]", Return = "bool", 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}}, [CallbackData])</pre> The callback should return false or no value to continue with the next team, or true to abort the enumeration." },
				GetNumObjectives = { Params = "", Return = "number", Notes = "Returns the nuber of registered objectives." },
				GetNumTeams = { Params = "", Return = "number", Notes = "Returns the number of registered teams." },
				GetObjective = { Params = "string", Return = "{{cObjective}}", Notes = "Returns the objective with the specified name." },
				GetObjectiveIn = { Params = "DisplaySlot", Return = "{{cObjective}}", Notes = "Returns the objective in the specified display slot. Can be nil." },
				GetTeam = { Params = "string", Return = "{{cTeam}}", Notes = "Returns the team with the specified name." },
				RegisterObjective = { Params = "Name, DisplayName, Type", Return = "{{cObjective}}", Notes = "Registers a new scoreboard objective. Returns the {{cObjective}} instance, nil on error." },
				RegisterTeam = { Params = "Name, DisplayName, Prefix, Suffix", Return = "{{cTeam}}", Notes = "Registers a new team. Returns the {{cTeam}} instance, nil on error." },
				RemoveObjective = { Params = "string", Return = "bool", Notes = "Removes the objective with the specified name. Returns true if operation was successful." },
				RemoveTeam = { Params = "string", Return = "bool", Notes = "Removes the team with the specified name. Returns true if operation was successful." },
				SetDisplay = { Params = "Name, DisplaySlot", Return = "", Notes = "Updates the currently displayed objective." },
			},
			Constants =
			{
				dsCount = { Notes = "" },
				dsList = { Notes = "" },
				dsName = { Notes = "" },
				dsSidebar = { Notes = "" },
			},
		}, -- cScoreboard

		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 =
			{
				GetDescription = { Return = "string", Notes = "Returns the server description set in the settings.ini." },
				GetMaxPlayers = { Return = "number", Notes = "Returns the max amount of players who can join the server." },
				SetMaxPlayers = { Params = "number", Notes = "Sets the max amount of players who can join." },
				GetNumPlayers = { Return = "number", Notes = "Returns the amount of players online." },
				GetServerID = { Return = "string", Notes = "Returns the ID of the server?" },
				IsHardcore = { Params = "", Return = "bool", Notes = "Returns true if the server is hardcore (players get banned on death)." },
			},
		},  -- cServer

		cTeam =
		{
			Desc = [[
				This class manages a single player team.
			]],
			Functions =
			{
				AddPlayer = { Params = "string", Returns = "bool", Notes = "Adds a player to this team. Returns true if the operation was successful." },
				AllowsFriendlyFire = { Params = "", Return = "bool", Notes = "Returns whether team friendly fire is allowed." },
				CanSeeFriendlyInvisible = { Params = "", Return = "bool", Notes = "Returns whether players can see invisible teammates." },
				HasPlayer = { Params = "string", Returns = "bool", Notes = "Returns whether the specified player is a member of this team." },
				GetDisplayName = { Params = "", Return = "string", Notes = "Returns the display name of the team." },
				GetName = { Params = "", Return = "string", Notes = "Returns the internal name of the team." },
				GetNumPlayers = { Params = "", Return = "number", Notes = "Returns the number of registered players." },
				GetPrefix = { Params = "", Return = "string", Notes = "Returns the prefix prepended to the names of the members of this team." },
				RemovePlayer = { Params = "string", Returns = "bool", Notes = "Removes the player with the specified name from this team. Returns true if the operation was successful." },
				Reset = { Params = "", Returns = "", Notes = "Removes all players from this team." },
				GetSuffix = { Params = "", Return = "string", Notes = "Returns the suffix appended to the names of the members of this team." },
				SetCanSeeFriendlyInvisible = { Params = "bool", Return = "", Notes = "Set whether players can see invisible teammates." },
				SetDisplayName = { Params = "string", Return = "", Notes = "Sets the display name of this team. (i.e. what will be shown to the players)" },
				SetFriendlyFire = { Params = "bool", Return = "", Notes = "Sets whether team friendly fire is allowed." },
				SetPrefix = { Params = "string", Return = "", Notes = "Sets the prefix prepended to the names of the members of this team." },
				SetSuffix = { Params = "string", Return = "", Notes = "Sets the suffix appended to the names of the members of this team." },
			},
		}, -- cTeam

		cTNTEntity =
		{
			Desc = "This class manages a TNT entity.",
			Functions =
			{
				Explode = { Return = "", Notes = "Explode the tnt." },
				GetFuseTicks = { Return = "number", Notes = "Returns the fuse ticks until the tnt will explode." },
				SetFuseTicks = { Return = "number", Notes = "Set the fuse ticks until the tnt will explode." },
			},
			Inherits = "cEntity",
		},
		
		cWebAdmin =
		{
			Desc = "",
			Functions =
			{
				GetHTMLEscapedString = { Params = "string", Return = "string", Notes = "Gets the HTML escaped representation of a requested string. This is useful for user input and game data that is not guaranteed to be escaped already." },
			},
		},  -- cWebAdmin

		cWebPlugin =
		{
			Desc = "",
			Functions = {},
		},  -- cWebPlugin

		cWindow =
		{
			Desc = [[
				This class is the common ancestor for all window classes used by MCServer. 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 = "{{cPlayer|Player}}, SlotNumber", Return = "{{cItem}}", Notes = "Returns the item at the specified slot for the specified player. Returns nil and logs to server console on error." },
				GetWindowID = { Params = "", Return = "number", Notes = "Returns the ID of the window, as used by the network protocol" },
				GetWindowTitle = { Params = "", Return = "string", Notes = "Returns the window title that will be displayed to the player" },
				GetWindowType = { Params = "", Return = "number", Notes = "Returns the type of the window, one of the constants in the table above" },
				IsSlotInPlayerHotbar = { Params = "SlotNum", Return = "bool", Notes = "Returns true if the specified slot number is in the player hotbar" },
				IsSlotInPlayerInventory = { Params = "SlotNum", Return = "bool", 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 = "SlotNum", Return = "bool", Notes = "Returns true if the specified slot number is in the player's main inventory" },
				SetProperty = { Params = "PropertyID, PropartyValue, {{cPlayer|Player}}", Return = "", Notes = "Sends the UpdateWindowProperty (0x69) packet to the specified player; or to all players who are viewing this window if Player is not specified or nil." },
				SetSlot = { Params = "{{cPlayer|Player}}, SlotNum, {{cItem|cItem}}", Return = "", Notes = "Sets the contents of the specified slot for the specified player. Ignored if the slot number is invalid" },
				SetWindowTitle = { Params = "string", Return = "", Notes = "Sets the window title that will be displayed to the player" },
			},
			Constants =
			{
				wtInventory = { Notes = "An inventory window" },
				wtChest = { Notes = "A {{cChestEntity|chest}} or doublechest window" },
				wtWorkbench = { Notes = "A workbench (crafting table) window" },
				wtFurnace = { Notes = "A {{cFurnaceEntity|furnace}} window" },
				wtDropSpenser = { Notes = "A {{cDropperEntity|dropper}} or a {{cDispenserEntity|dispenser}} window" },
				wtEnchantment = { Notes = "An enchantment table window" },
				wtBrewery = { Notes = "A brewing stand window" },
				wtNPCTrade = { Notes = "A villager trade window" },
				wtBeacon = { Notes = "A beacon window" },
				wtAnvil = { Notes = "An anvil window" },
				wtHopper = { Notes = "A {{cHopperEntity|hopper}} window" },
				wtAnimalChest = { Notes = "A horse or donkey window" },
			},
		},  -- cWindow

		cWorld =
		{
			Desc = [[
				cWorld is the game world. It is the hub of all the information managed by individual classes,
				providing convenient access to them. MCServer supports multiple worlds in any combination of
				world types. You can have two overworlds, three nethers etc. To enumerate all world the server
				provides, use the {{cRoot}}:ForEachWorld() function.</p>
				<p>
				The world data is held in individual chunks. Each chunk consists of 16 (x) * 16 (z) * 256 (y)
				blocks, each block is specified by its block type (8-bit) and block metadata (4-bit).
				Additionally, each block has two light values calculated - skylight (how much daylight it receives)
				and blocklight (how much light from light-emissive blocks it receives), both 4-bit.</p>
				<p>
				Each world runs several separate threads used for various housekeeping purposes, the most important
				of those is the Tick thread. This thread updates the game logic 20 times per second, and it is
				the thread where all the gameplay actions are evaluated. Liquid physics, entity interactions,
				player ovement etc., all are applied in this thread.</p>
				<p>
				Additional threads include the generation thread (generates new chunks as needed, storage thread
				(saves and loads chunk from the disk), lighting thread (updates block light values) and the
				chunksender thread (compresses chunks to send to the clients).</p>
				<p>
				The world provides access to all its {{cPlayer|players}}, {{cEntity|entities}} and {{cBlockEntity|block
				entities}}. Because of multithreading issues, individual objects cannot be retrieved for indefinite
				handling, but rather must be modified in callbacks, within which they are guaranteed to stay valid.</p>
				<p>
				Physics for individual blocks are handled by the simulators. These will fire in each tick for all
				blocks that have been scheduled for simulator update ("simulator wakeup"). The simulators include
				liquid physics, falling blocks, fire spreading and extinguishing and redstone.</p>
				<p>
				Game time is also handled by the world. It provides the time-of-day and the total world age.
			]],

			Functions =
			{
				AreCommandBlocksEnabled = { Params = "", Return = "bool", Notes = "Returns whether command blocks are enabled on the (entire) server" },
				BroadcastBlockAction = { Params = "BlockX, BlockY, BlockZ, ActionByte1, ActionByte2, BlockType, [{{cClientHandle|ExcludeClient}}]", Return = "", Notes = "Broadcasts the BlockAction packet to all clients who have the appropriate chunk loaded (except ExcludeClient). The contents of the packet are specified by the parameters for the call, the blocktype needn't match the actual block that is present in the world data at the specified location." },
				BroadcastChat = { Params = "Message, [{{cClientHandle|ExcludeClient}}]", Return = "", Notes = "Sends the Message to all players in this world, except the optional ExcludeClient. No formatting is done by the server." },
				BroadcastChatDeath = { Params = "Message, [{{cClientHandle|ExcludeClient}}]", Return = "", Notes = "Prepends Gray [DEATH] / colours entire text (depending on ShouldUseChatPrefixes()) and broadcasts message. For when a player dies." },
				BroadcastChatFailure = { Params = "Message, [{{cClientHandle|ExcludeClient}}]", Return = "", Notes = "Prepends Rose [INFO] / colours entire text (depending on ShouldUseChatPrefixes()) and broadcasts message. For a command that failed to run because of insufficient permissions, etc." },
				BroadcastChatFatal = { Params = "Message, [{{cClientHandle|ExcludeClient}}]", Return = "", Notes = "Prepends Red [FATAL] / colours entire text (depending on ShouldUseChatPrefixes()) and broadcasts message. For a plugin that crashed, or similar." },
				BroadcastChatInfo = { Params = "Message, [{{cClientHandle|ExcludeClient}}]", Return = "", Notes = "Prepends Yellow [INFO] / colours entire text (depending on ShouldUseChatPrefixes()) and broadcasts message. For informational messages, such as command usage." },
				BroadcastChatSuccess = { Params = "Message, [{{cClientHandle|ExcludeClient}}]", Return = "", Notes = "Prepends Green [INFO] / colours entire text (depending on ShouldUseChatPrefixes()) and broadcasts message. For success messages." },
				BroadcastChatWarning = { Params = "Message, [{{cClientHandle|ExcludeClient}}]", Return = "", Notes = "Prepends Rose [WARN] / colours entire text (depending on ShouldUseChatPrefixes()) and broadcasts message. For concerning events, such as plugin reload etc." },
				BroadcastParticleEffect = { Params = "ParticleName, X, Y, Z, OffSetX, OffSetY, OffSetZ, ParticleData, ParticleAmmount, [{{cClientHandle|ExcludeClient}}]", Return = "", Notes = "Spawns the specified particles to all players in the world exept the optional ExeptClient. A list of available particles by thinkofdeath can be found {{https://gist.github.com/thinkofdeath/5110835|Here}}" },
				BroadcastSoundEffect = { Params = "SoundName, X, Y, Z, Volume, Pitch, [{{cClientHandle|ExcludeClient}}]", Return = "", Notes = "Sends the specified sound effect to all players in this world, except the optional ExceptClient" },
				BroadcastSoundParticleEffect = { Params = "EffectID, X, Y, Z, EffectData, [{{cClientHandle|ExcludeClient}}]", Return = "", Notes = "Sends the specified effect to all players in this world, except the optional ExceptClient" },
				CastThunderbolt = { Params = "X, Y, Z", Return = "", Notes = "Creates a thunderbolt at the specified coords" },
				ChangeWeather = { Params = "", Return = "", Notes = "Forces the weather to change in the next game tick. Weather is changed according to the normal rules: wSunny <-> wRain <-> wStorm" },
				ChunkStay = { Params = "ChunkCoordTable, OnChunkAvailable, OnAllChunksAvailable", Return = "", Notes = "Queues the specified chunks to be loaded or generated and calls the specified callbacks once they are loaded. ChunkCoordTable is an arra-table of chunk coords, each coord being a table of 2 numbers: { {Chunk1x, Chunk1z}, {Chunk2x, Chunk2z}, ...}. When any of those chunks are made available (including being available at the start of this call), the OnChunkAvailable() callback is called. When all the chunks are available, the OnAllChunksAvailable() callback is called. The function signatures are: <pre class=\"prettyprint lang-lua\">function OnChunkAvailable(ChunkX, ChunkZ)\nfunction OnAllChunksAvailable()</pre> All return values from the callbacks are ignored." },
				CreateProjectile = { Params = "X, Y, Z, {{cProjectileEntity|ProjectileKind}}, {{cEntity|Creator}}, {{cItem|Originating Item}}, [{{Vector3d|Speed}}]", Return = "", Notes = "Creates a new projectile of the specified kind at the specified coords. The projectile's creator is set to Creator (may be nil). The item that created the projectile entity, commonly the {{cPlayer|player}}'s currently equipped item, is used at present for fireworks to correctly set their entity metadata. It is not used for any other projectile. Optional speed indicates the initial speed for the projectile." },
				DigBlock = { Params = "X, Y, Z", Return = "", Notes = "Replaces the specified block with air, without dropping the usual pickups for the block. Wakes up the simulators for the block and its neighbors." },
				DoExplosionAt = { Params = "Force, X, Y, Z, CanCauseFire, Source, SourceData", Return = "", Notes = "Creates an explosion of the specified relative force in the specified position. If CanCauseFire is set, the explosion will set blocks on fire, too. The Source parameter specifies the source of the explosion, one of the esXXX constants. The SourceData parameter is specific to each source type, usually it provides more info about the source." },
				DoWithBlockEntityAt = { Params = "X, Y, Z, CallbackFunction, [CallbackData]", Return = "bool", Notes = "If there is a block entity at the specified coords, calls the CallbackFunction with the {{cBlockEntity}} parameter representing the block entity. The CallbackFunction has the following signature: <pre class=\"prettyprint lang-lua\">function Callback({{cBlockEntity|BlockEntity}}, [CallbackData])</pre> The function returns false if there is no block entity, or if there is, it returns the bool value that the callback has returned. Use {{tolua}}.cast() to cast the Callback's BlockEntity parameter to the correct {{cBlockEntity}} descendant." },
				DoWithChestAt = { Params = "X, Y, Z, CallbackFunction, [CallbackData]", Return = "bool", Notes = "If there is a chest at the specified coords, calls the CallbackFunction with the {{cChestEntity}} parameter representing the chest. The CallbackFunction has the following signature: <pre class=\"prettyprint lang-lua\">function Callback({{cChestEntity|ChestEntity}}, [CallbackData])</pre> The function returns false if there is no chest, or if there is, it returns the bool value that the callback has returned." },
				DoWithCommandBlockAt = { Params = "X, Y, Z, CallbackFunction, [CallbackData]", Return = "bool", Notes = "If there is a command block at the specified coords, calls the CallbackFunction with the {{cCommandBlockEntity}} parameter representing the command block. The CallbackFunction has the following signature: <pre class=\"prettyprint lang-lua\">function Callback({{cCommandBlockEntity|CommandBlockEntity}}, [CallbackData])</pre> The function returns false if there is no command block, or if there is, it returns the bool value that the callback has returned." },
				DoWithDispenserAt = { Params = "X, Y, Z, CallbackFunction, [CallbackData]", Return = "bool", Notes = "If there is a dispenser at the specified coords, calls the CallbackFunction with the {{cDispenserEntity}} parameter representing the dispenser. The CallbackFunction has the following signature: <pre class=\"prettyprint lang-lua\">function Callback({{cDispenserEntity|DispenserEntity}}, [CallbackData])</pre> The function returns false if there is no dispenser, or if there is, it returns the bool value that the callback has returned." },
				DoWithDropSpenserAt = { Params = "X, Y, Z, CallbackFunction, [CallbackData]", Return = "bool", Notes = "If there is a dropper or a dispenser at the specified coords, calls the CallbackFunction with the {{cDropSpenserEntity}} parameter representing the dropper or dispenser. The CallbackFunction has the following signature: <pre class=\"prettyprint lang-lua\">function Callback({{cDropSpenserEntity|DropSpenserEntity}}, [CallbackData])</pre> Note that this can be used to access both dispensers and droppers in a similar way. The function returns false if there is neither dispenser nor dropper, or if there is, it returns the bool value that the callback has returned." },
				DoWithDropperAt = { Params = "X, Y, Z, CallbackFunction, [CallbackData]", Return = "bool", Notes = "If there is a dropper at the specified coords, calls the CallbackFunction with the {{cDropperEntity}} parameter representing the dropper. The CallbackFunction has the following signature: <pre class=\"prettyprint lang-lua\">function Callback({{cDropperEntity|DropperEntity}}, [CallbackData])</pre> The function returns false if there is no dropper, or if there is, it returns the bool value that the callback has returned." },
				DoWithEntityByID = { Params = "EntityID, CallbackFunction, [CallbackData]", Return = "bool", Notes = "If an entity with the specified ID exists, calls the callback with the {{cEntity}} parameter representing the entity. The CallbackFunction has the following signature: <pre class=\"prettyprint lang-lua\">function Callback({{cEntity|Entity}}, [CallbackData])</pre> The function returns false if the entity was not found, and it returns the same bool value that the callback has returned if the entity was found." },
				DoWithFlowerPotAt = { Params = "X, Y, Z, CallbackFunction, [CallbackData]", Return = "bool", Notes = "If there is a flower pot at the specified coords, calls the CallbackFunction with the {{cFlowerPotEntity}} parameter representing the flower pot. The CallbackFunction has the following signature: <pre class=\"prettyprint lang-lua\">function Callback({{cFlowerPotEntity|FlowerPotEntity}}, [CallbackData])</pre> The function returns false if there is no flower pot, or if there is, it returns the bool value that the callback has returned." },
				DoWithFurnaceAt = { Params = "X, Y, Z, CallbackFunction, [CallbackData]", Return = "bool", Notes = "If there is a furnace at the specified coords, calls the CallbackFunction with the {{cFurnaceEntity}} parameter representing the furnace. The CallbackFunction has the following signature: <pre class=\"prettyprint lang-lua\">function Callback({{cFurnaceEntity|FurnaceEntity}}, [CallbackData])</pre> The function returns false if there is no furnace, or if there is, it returns the bool value that the callback has returned." },
				DoWithMobHeadAt = { Params = "X, Y, Z, CallbackFunction, [CallbackData]", Return = "bool", Notes = "If there is a mob head at the specified coords, calls the CallbackFunction with the {{cMobHeadEntity}} parameter representing the furnace. The CallbackFunction has the following signature: <pre class=\"prettyprint lang-lua\">function Callback({{cMobHeadEntity|MobHeadEntity}}, [CallbackData])</pre> The function returns false if there is no mob head, or if there is, it returns the bool value that the callback has returned." },
				DoWithNoteBlockAt = { Params = "BlockX, BlockY, BlockZ, CallbackFunction, [CallbackData]", Return = "bool", Notes = "If there is a note block at the specified coords, calls the CallbackFunction with the {{cNoteEntity}} parameter representing the note block. The CallbackFunction has the following signature: <pre class=\"prettyprint lang-lua\">function Callback({{cNoteEntity|NoteEntity}}, [CallbackData])</pre> The function returns false if there is no note block, or if there is, it returns the bool value that the callback has returned." },
				DoWithPlayer = { Params = "PlayerName, CallbackFunction, [CallbackData]", Return = "bool", Notes = "If there is a player of the specified name (exact match), 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}}, [CallbackData])</pre> The function returns false if the player was not found, or whatever bool value the callback returned if the player was found." },
				FastSetBlock =
				{
					{ Params = "X, Y, Z, BlockType, BlockMeta", Return = "", Notes = "Sets the block at the specified coords, without waking up the simulators or replacing the block entities for the previous block type. Do not use if the block being replaced has a block entity tied to it!" },
					{ Params = "{{Vector3i|BlockCoords}}, BlockType, BlockMeta", Return = "", Notes = "Sets the block at the specified coords, without waking up the simulators or replacing the block entities for the previous block type. Do not use if the block being replaced has a block entity tied to it!" },
				},
				FindAndDoWithPlayer = { Params = "PlayerNameHint, CallbackFunction, [CallbackData]", Return = "bool", Notes = "If there is a player of a name similar to the specified name (weighted-match), 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}}, [CallbackData])</pre> The function returns false if the player was not found, or whatever bool value the callback returned if the player was found. Note that the name matching is very loose, so it is a good idea to check the player name in the callback function." },
				ForEachBlockEntityInChunk = { Params = "ChunkX, ChunkZ, CallbackFunction, [CallbackData]", Return = "bool", Notes = "Calls the specified callback for each block entity in the chunk. Returns true if all block entities in the chunk have been processed (including when there are zero block entities), or false if the callback has aborted the enumeration by returning true. The CallbackFunction has the following signature: <pre class=\"prettyprint lang-lua\">function Callback({{cBlockEntity|BlockEntity}}, [CallbackData])</pre> The callback should return false or no value to continue with the next block entity, or true to abort the enumeration. Use {{tolua}}.cast() to cast the Callback's BlockEntity parameter to the correct {{cBlockEntity}} descendant." },
				ForEachChestInChunk = { Params = "ChunkX, ChunkZ, CallbackFunction, [CallbackData]", Return = "bool", Notes = "Calls the specified callback for each chest in the chunk. Returns true if all chests in the chunk have been processed (including when there are zero chests), or false if the callback has aborted the enumeration by returning true. The CallbackFunction has the following signature: <pre class=\"prettyprint lang-lua\">function Callback({{cChestEntity|ChestEntity}}, [CallbackData])</pre> The callback should return false or no value to continue with the next chest, or true to abort the enumeration." },
				ForEachEntity = { Params = "CallbackFunction, [CallbackData]", Return = "bool", Notes = "Calls the specified callback for each entity in the loaded world. Returns true if all the entities have been processed (including when there are zero entities), 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({{cEntity|Entity}}, [CallbackData])</pre> The callback should return false or no value to continue with the next entity, or true to abort the enumeration." },
				ForEachEntityInChunk = { Params = "ChunkX, ChunkZ, CallbackFunction, [CallbackData]", Return = "bool", Notes = "Calls the specified callback for each entity in the specified chunk. Returns true if all the entities have been processed (including when there are zero entities), or false if the chunk is not loaded or the callback function has aborted the enumeration by returning true. The callback function has the following signature: <pre class=\"prettyprint lang-lua\">function Callback({{cEntity|Entity}}, [CallbackData])</pre> The callback should return false or no value to continue with the next entity, or true to abort the enumeration." },
				ForEachFurnaceInChunk = { Params = "ChunkX, ChunkZ, CallbackFunction, [CallbackData]", Return = "bool", Notes = "Calls the specified callback for each furnace in the chunk. Returns true if all furnaces in the chunk have been processed (including when there are zero furnaces), or false if the callback has aborted the enumeration by returning true. The CallbackFunction has the following signature: <pre class=\"prettyprint lang-lua\">function Callback({{cFurnaceEntity|FurnaceEntity}}, [CallbackData])</pre> The callback should return false or no value to continue with the next furnace, or true to abort the enumeration." },
				ForEachPlayer = { Params = "CallbackFunction, [CallbackData]", Return = "bool", Notes = "Calls the specified callback for each player in the loaded world. Returns true if all the players have been processed (including when there are zero players), 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({{cPlayer|Player}}, [CallbackData])</pre> The callback should return false or no value to continue with the next player, or true to abort the enumeration." },
				GenerateChunk = { Params = "ChunkX, ChunkZ", Return = "", Notes = "Queues the specified chunk in the chunk generator. Ignored if the chunk is already generated (use RegenerateChunk() to force chunk re-generation)." },
				GetBiomeAt = { Params = "BlockX, BlockZ", Return = "eBiome", Notes = "Returns the biome at the specified coords. Reads the biome from the chunk, if it is loaded, otherwise it uses the chunk generator to provide the biome value." },
				GetBlock =
				{
					{ Params = "BlockX, BlockY, BlockZ", Return = "BLOCKTYPE", Notes = "Returns the block type of the block at the specified coords, or 0 if the appropriate chunk is not loaded." },
					{ Params = "{{Vector3i|BlockCoords}}", Return = "BLOCKTYPE", Notes = "Returns the block type of the block at the specified coords, or 0 if the appropriate chunk is not loaded." },
				},
				GetBlockBlockLight = { Params = "BlockX, BlockY, BlockZ", Return = "number", Notes = "Returns the amount of block light at the specified coords, or 0 if the appropriate chunk is not loaded." },
				GetBlockInfo = { Params = "BlockX, BlockY, BlockZ", Return = "BlockValid, BlockType, BlockMeta, BlockSkyLight, BlockBlockLight", Notes = "Returns the complete block info for the block at the specified coords. The first value specifies if the block is in a valid loaded chunk, the other values are valid only if BlockValid is true." },
				GetBlockMeta =
				{
					{ Params = "BlockX, BlockY, BlockZ", Return = "number", Notes = "Returns the block metadata of the block at the specified coords, or 0 if the appropriate chunk is not loaded." },
					{ Params = "{{Vector3i|BlockCoords}}", Return = "number", Notes = "Returns the block metadata of the block at the specified coords, or 0 if the appropriate chunk is not loaded." },
				},
				GetBlockSkyLight = { Params = "BlockX, BlockY, BlockZ", Return = "number", Notes = "Returns the block skylight of the block at the specified coords, or 0 if the appropriate chunk is not loaded." },
				GetBlockTypeMeta = { Params = "BlockX, BlockY, BlockZ", Return = "BlockValid, BlockType, BlockMeta", Notes = "Returns the block type and metadata for the block at the specified coords. The first value specifies if the block is in a valid loaded chunk, the other values are valid only if BlockValid is true." },
				GetDimension = { Params = "", Return = "eDimension", Notes = "Returns the dimension of the world - dimOverworld, dimNether or dimEnd." },
				GetGameMode = { Params = "", Return = "eGameMode", Notes = "Returns the gamemode of the world - gmSurvival, gmCreative or gmAdventure." },
				GetGeneratorQueueLength = { Params = "", Return = "number", Notes = "Returns the number of chunks that are queued in the chunk generator." },
				GetHeight = { Params = "BlockX, BlockZ", Return = "number", Notes = "Returns the maximum height of the particula block column in the world. If the chunk is not loaded, it waits for it to load / generate. <b>WARNING</b>: Do not use, Use TryGetHeight() instead for a non-waiting version, otherwise you run the risk of a deadlock!" },
				GetIniFileName = { Params = "", Return = "string", Notes = "Returns the name of the world.ini file that the world uses to store the information." },
				GetLightingQueueLength = { Params = "", Return = "number", Notes = "Returns the number of chunks in the lighting thread's queue." },				
				GetMapManager = { Params = "", Return = "{{cMapManager}}", Notes = "Returns the {{cMapManager|MapManager}} object used by this world." },
				GetMaxCactusHeight = { Params = "", Return = "number", Notes = "Returns the configured maximum height to which cacti will grow naturally." },
				GetMaxSugarcaneHeight = { Params = "", Return = "number", Notes = "Returns the configured maximum height to which sugarcane will grow naturally." },
				GetName = { Params = "", Return = "string", Notes = "Returns the name of the world, as specified in the settings.ini file." },
				GetNumChunks = { Params = "", Return = "number", Notes = "Returns the number of chunks currently loaded." },
				GetScoreBoard = { Params = "", Return = "{{cScoreBoard}}", Notes = "Returns the {{cScoreBoard|ScoreBoard}} object used by this world. " },
				GetSignLines = { Params = "BlockX, BlockY, BlockZ", Return = "IsValid, [Line1, Line2, Line3, Line4]", Notes = "Returns true and the lines of a sign at the specified coords, or false if there is no sign at the coords." },
				GetSpawnX = { Params = "", Return = "number", Notes = "Returns the X coord of the default spawn" },
				GetSpawnY = { Params = "", Return = "number", Notes = "Returns the Y coord of the default spawn" },
				GetSpawnZ = { Params = "", Return = "number", Notes = "Returns the Z coord of the default spawn" },
				GetStorageLoadQueueLength = { Params = "", Return = "number", Notes = "Returns the number of chunks queued up for loading" },
				GetStorageSaveQueueLength = { Params = "", Return = "number", Notes = "Returns the number of chunks queued up for saving" },
				GetTicksUntilWeatherChange = { Params = "", Return = "number", Notes = "Returns the number of ticks that will pass before the weather is changed" },
				GetTimeOfDay = { Params = "", Return = "number", Notes = "Returns the number of ticks that have passed from the sunrise, 0 .. 24000." },
				GetWeather = { Params = "", Return = "eWeather", Notes = "Returns the current weather in the world (wSunny, wRain, wStorm). To check for weather, use IsWeatherXXX() functions instead." },
				GetWorldAge = { Params = "", Return = "number", Notes = "Returns the total age of the world, in ticks. The age always grows, cannot be set by plugins and is unrelated to TimeOfDay." },
				GrowCactus = { Params = "BlockX, BlockY, BlockZ, NumBlocksToGrow", Return = "", Notes = "Grows a cactus block at the specified coords, by up to the specified number of blocks. Adheres to the world's maximum cactus growth (GetMaxCactusHeight())." },
				GrowMelonPumpkin = { Params = "BlockX, BlockY, BlockZ, StemType", Return = "", Notes = "Grows a melon or pumpkin, based on the stem type specified (assumed to be in the coords provided). Checks for normal melon / pumpkin growth conditions - stem not having another produce next to it and suitable ground below." },
				GrowRipePlant = { Params = "BlockX, BlockY, BlockZ, IsByBonemeal", Return = "bool", Notes = "Grows the plant at the specified coords. If IsByBonemeal is true, checks first if the specified plant type is bonemealable in the settings. Returns true if the plant was grown, false if not." },
				GrowSugarcane = { Params = "BlockX, BlockY, BlockZ, NumBlocksToGrow", Return = "", Notes = "Grows a sugarcane block at the specified coords, by up to the specified number of blocks. Adheres to the world's maximum sugarcane growth (GetMaxSugarcaneHeight())." },
				GrowTree = { Params = "BlockX, BlockY, BlockZ", Return = "", Notes = "Grows a tree based at the specified coords. If there is a sapling there, grows the tree based on that sapling, otherwise chooses a tree image based on the biome." },
				GrowTreeByBiome = { Params = "BlockX, BlockY, BlockZ", Return = "", Notes = "Grows a tree based at the specified coords. The tree type is picked from types available for the biome at those coords." },
				GrowTreeFromSapling = { Params = "BlockX, BlockY, BlockZ, SaplingMeta", Return = "", Notes = "Grows a tree based at the specified coords. The tree type is determined from the sapling meta (the sapling itself needn't be present)." },
				IsBlockDirectlyWatered = { Params = "BlockX, BlockY, BlockZ", Return = "bool", Notes = "Returns true if the specified block has a water block right next to it (on the X/Z axes)" },
				IsDeepSnowEnabled = { Params = "", Return = "bool", Notes = "Returns whether the configuration has DeepSnow enabled." },
				IsGameModeAdventure = { Params = "", Return = "bool", Notes = "Returns true if the current gamemode is gmAdventure." },
				IsGameModeCreative = { Params = "", Return = "bool", Notes = "Returns true if the current gamemode is gmCreative." },
				IsGameModeSurvival = { Params = "", Return = "bool", Notes = "Returns true if the current gamemode is gmSurvival." },
				IsPVPEnabled = { Params = "", Return = "bool", Notes = "Returns whether PVP is enabled in the world settings." },
				IsWeatherRain = { Params = "", Return = "bool", Notes = "Returns true if the current world is raining." },
				IsWeatherRainAt = { Params = "BlockX, BlockZ", Return = "bool", Notes = "Returns true if the specified location is raining (takes into account biomes)." },
				IsWeatherStorm = { Params = "", Return = "bool", Notes = "Returns true if the current world is stormy." },
				IsWeatherStormAt = { Params = "BlockX, BlockZ", Return = "bool", Notes = "Returns true if the specified location is stormy (takes into account biomes)." },
				IsWeatherSunny = { Params = "", Return = "bool", Notes = "Returns true if the current weather is sunny." },
				IsWeatherSunnyAt = { Params = "BlockX, BlockZ", Return = "bool", Notes = "Returns true if the current weather is sunny at the specified location (takes into account biomes)." },
				IsWeatherWet = { Params = "", Return = "bool", Notes = "Returns true if the current world has any precipitation (rain or storm)." },
				IsWeatherWetAt = { Params = "BlockX, BlockZ", Return = "bool", Notes = "Returns true if the specified location has any precipitation (rain or storm) (takes into account biomes)." },
				QueueBlockForTick = { Params = "BlockX, BlockY, BlockZ, TicksToWait", Return = "", Notes = "Queues the specified block to be ticked after the specified number of gameticks." },
				QueueSaveAllChunks = { Params = "", Return = "", Notes = "Queues all chunks to be saved in the world storage thread" },
				QueueSetBlock = { Params = "BlockX, BlockY, BlockZ, BlockType, BlockMeta, TickDelay", Return = "", Notes = "Queues the block to be set to the specified blocktype and meta after the specified amount of game ticks. Uses SetBlock() for the actual setting, so simulators are woken up and block entities are handled correctly." },
				QueueTask = { Params = "TaskFunction", Return = "", Notes = "Queues the specified function to be executed in the tick thread. This is the primary means of interaction with a cWorld from the WebAdmin page handlers (see {{WebWorldThreads}}). The function signature is <pre class=\"pretty-print lang-lua\">function()</pre>All return values from the function are ignored. Note that this function is actually called *after* the QueueTask() function returns. Note that it is unsafe to store references to MCServer objects, such as entities, across from the caller to the task handler function; store the EntityID instead." },
				QueueUnloadUnusedChunks = { Params = "", Return = "", Notes = "Queues a cTask that unloads chunks that are no longer needed and are saved." },
				RegenerateChunk = { Params = "ChunkX, ChunkZ", Return = "", Notes = "Queues the specified chunk to be re-generated, overwriting the current data. To queue a chunk for generating only if it doesn't exist, use the GenerateChunk() instead." },
				ScheduleTask = { Params = "DelayTicks, TaskFunction", Return = "", Notes = "Queues the specified function to be executed in the world's tick thread after a the specified number of ticks. This enables operations to be queued for execution in the future. The function signature is <pre class=\"pretty-print lang-lua\">function({{cWorld|World}})</pre>All return values from the function are ignored. Note that it is unsafe to store references to MCServer objects, such as entities, across from the caller to the task handler function; store the EntityID instead." },
				SendBlockTo = { Params = "BlockX, BlockY, BlockZ, {{cPlayer|Player}}", Return = "", Notes = "Sends the block at the specified coords to the specified player's client, as an UpdateBlock packet." },
				SetAreaBiome = {
					{ Params = "MinX, MaxX, MinZ, MaxZ, EMCSBiome", Return = "bool", Notes = "Sets the biome in the rectangular area specified. Returns true if successful, false if any of the chunks were unloaded." },
					{ Params = "{{cCuboid|Cuboid}}, EMCSBiome", Return = "bool", Notes = "Sets the biome in the cuboid specified. Returns true if successful, false if any of the chunks were unloaded. The cuboid needn't be sorted." },
				},
				SetBiomeAt = { Params = "BlockX, BlockZ, EMCSBiome", Return = "bool", Notes = "Sets the biome at the specified block coords. Returns true if successful, false otherwise." },
				SetBlock = { Params = "BlockX, BlockY, BlockZ, BlockType, BlockMeta", Return = "", Notes = "Sets the block at the specified coords, replaces the block entities for the previous block type, creates a new block entity for the new block, if appropriate, and wakes up the simulators. This is the preferred way to set blocks, as opposed to FastSetBlock(), which is only to be used under special circumstances." },
				SetBlockMeta =
				{
					{ Params = "BlockX, BlockY, BlockZ, BlockMeta", Return = "", Notes = "Sets the meta for the block at the specified coords." },
					{ Params = "{{Vector3i|BlockCoords}}, BlockMeta", Return = "", Notes = "Sets the meta for the block at the specified coords." },
				},
				SetChunkAlwaysTicked = { Params = "ChunkX, ChunkZ, IsAlwaysTicked", Return = "", Notes = "Sets the chunk to always be ticked even when it doesn't contain any clients. IsAlwaysTicked set to true turns forced ticking on, set to false turns it off. Every call with 'true' should be paired with a later call with 'false', otherwise the ticking won't stop. Multiple actions can request ticking independently, the ticking will continue until the last call with 'false'. Note that when the chunk unloads, it loses the value of this flag." },
				SetNextBlockTick = { Params = "BlockX, BlockY, BlockZ", Return = "", Notes = "Sets the blockticking to start at the specified block in the next tick." },
				SetCommandBlockCommand = { Params = "BlockX, BlockY, BlockZ, Command", Return = "bool", Notes = "Sets the command to be executed in a command block at the specified coordinates. Returns if command was changed." },
				SetCommandBlocksEnabled = { Params = "IsEnabled (bool)", Return = "", Notes = "Sets whether command blocks should be enabled on the (entire) server." },
				SetShouldUseChatPrefixes = { Params = "", Return = "ShouldUse (bool)", Notes = "Sets whether coloured chat prefixes such as [INFO] is used with the SendMessageXXX() or BroadcastChatXXX(), or simply the entire message is coloured in the respective colour." },
				ShouldUseChatPrefixes = { Params = "", Return = "bool", Notes = "Returns whether coloured chat prefixes are prepended to chat messages or the entire message is simply coloured." },
				SetSignLines = { Params = "X, Y, Z, Line1, Line2, Line3, Line4, [{{cPlayer|Player}}]", Return = "", Notes = "Sets the sign text at the specified coords. The sign-updating hooks are called for the change. The Player parameter is used to indicate the player from whom the change has come, it may be nil. Same as UpdateSign()." },
				SetTicksUntilWeatherChange = { Params = "NumTicks", Return = "", Notes = "Sets the number of ticks after which the weather will be changed." },
				SetTimeOfDay = { Params = "TimeOfDayTicks", Return = "", Notes = "Sets the time of day, expressed as number of ticks past sunrise, in the range 0 .. 24000." },
				SetWeather = { Params = "Weather", Return = "", Notes = "Sets the current weather (wSunny, wRain, wStorm) and resets the TicksUntilWeatherChange to the default value for the new weather. The normal weather-changing hooks are called for the change." },
				ShouldLavaSpawnFire = { Params = "", Return = "bool", Notes = "Returns true if the world is configured to spawn fires near lava (world.ini: [Physics].ShouldLavaSpawnFire value)" },
				SpawnItemPickups =
				{
					{ Params = "{{cItems|Pickups}}, X, Y, Z, FlyAwaySpeed", Return = "", Notes = "Spawns the specified pickups at the position specified. The FlyAway speed is used to initialize the random speed in which the pickups fly away from the spawn position." },
					{ Params = "{{cItems|Pickups}}, X, Y, Z, SpeedX, SpeedY, SpeedZ", Return = "", Notes = "Spawns the specified pickups at the position specified. All the pickups fly away from the spawn position using the specified speed." },
				},
				SpawnMob = { Params = "X, Y, Z, {{cMonster|MonsterType}}", Return = "EntityID", Notes = "Spawns the specified type of mob at the specified coords. Returns the EntityID of the creates entity, or -1 on failure. " },
				SpawnFallingBlock = { Params = "X, Y, Z, BlockType, BlockMeta", Return = "EntityID", Notes = "Spawns an {{cFallingBlock|Falling Block}} entity at the specified coords with the given block type/meta" },
				SpawnExperienceOrb = { Params = "X, Y, Z, Reward", Return = "EntityID", Notes = "Spawns an {{cExpOrb|experience orb}} at the specified coords, with the given reward" },
				SpawnPrimedTNT = { Params = "X, Y, Z, FuseTicks, InitialVelocityCoeff", Return = "", Notes = "Spawns a {{cTNTEntity|primed TNT entity}} at the specified coords, with the given fuse ticks. The entity gets a random speed multiplied by the InitialVelocityCoeff, 1 being the default value." },
				TryGetHeight = { Params = "BlockX, BlockZ", Return = "IsValid, Height", Notes = "Returns true and height of the highest non-air block if the chunk is loaded, or false otherwise." },
				UpdateSign = { Params = "X, Y, Z, Line1, Line2, Line3, Line4, [{{cPlayer|Player}}]", Return = "", Notes = "Sets the sign text at the specified coords. The sign-updating hooks are called for the change. The Player parameter is used to indicate the player from whom the change has come, it may be nil. Same as SetSignLiens()" },
				UseBlockEntity = { Params = "{{cPlayer|Player}}, BlockX, BlockY, BlockZ", Return = "", Notes = "Makes the specified Player use the block entity at the specified coords (open chest UI, etc.) If the cords are in an unloaded chunk or there's no block entity, ignores the call." },
				WakeUpSimulators = { Params = "BlockX, BlockY, BlockZ", Return = "", Notes = "Wakes up the simulators for the specified block." },
				WakeUpSimulatorsInArea = { Params = "MinBlockX, MaxBlockX, MinBlockY, MaxBlockY, MinBlockZ, MaxBlockZ", Return = "", Notes = "Wakes up the simulators for all the blocks in the specified area (edges inclusive)." },
			},
			AdditionalInfo =
			{
				{
					Header = "Using callbacks",
					Contents = [[
						To avoid problems with stale objects, the cWorld class will not let plugins get a direct pointer
						to an {{cEntity|entity}}, {{cBlockEntity|block entity}} or a {{cPlayer|player}}. Such an object
						could be modified or even destroyed by another thread while the plugin holds it, so it would be
						rather unsafe.</p>
						<p>
						Instead, the cWorld provides access to these objects using callbacks. The plugin provides a
						function that is called and receives the object as a parameter; cWorld guarantees that while
						the callback is executing, the object will stay valid. If a plugin needs to "remember" the
						object outside of the callback, it needs to store the entity ID, blockentity coords or player
						name.</p>
						<p>
						The following code examples show how to use the callbacks</p>
						<p>
						This code teleports player Player to another player named ToName in the same world:
<pre class="prettyprint lang-lua">
-- Player is a cPlayer object
-- ToName is a string
-- World is a cWorld object
World:ForEachPlayer(
	function (a_OtherPlayer)
	if (a_OtherPlayer:GetName() == ToName) then
		Player:TeleportToEntity(a_OtherPlayer);
	end
);
</pre></p>
						<p>
						This code fills each furnace in the chunk with 64 coals:
<pre class="prettyprint lang-lua">
-- Player is a cPlayer object
-- World is a cWorld object
World:ForEachFurnaceInChunk(Player:GetChunkX(), Player:GetChunkZ(),
	function (a_Furnace)
		a_Furnace:SetFuelSlot(cItem(E_ITEM_COAL, 64));
	end
);
</pre></p>
						<p>
						This code teleports all spiders up by 100 blocks:
<pre class="prettyprint lang-lua">
-- World is a cWorld object
World:ForEachEntity(
	function (a_Entity)
		if not(a_Entity:IsMob()) then
			return;
		end
		local Monster = tolua.cast(a_Entity, "cMonster");  -- Get the cMonster out of cEntity, now that we know the entity represents one.
		if (Monster:GetMobType() == cMonster.mtSpider) then
			Monster:TeleportToCoords(Monster:GetPosX(), Monster:GetPosY() + 100, Monster:GetPosZ());
		end
	end
);
</pre></p>
					]],
				},
			},  -- AdditionalInfo
		},  -- cWorld

		HTTPFormData =
		{
			Desc = "This class stores data for one form element for a {{HTTPRequest|HTTP request}}.",
			Variables =
			{
				Name = { Type = "string", Notes = "Name of the form element" },
				Type = { Type = "string", Notes = "Type of the data (usually empty)" },
				Value = { Type = "string", Notes = "Value of the form element. Contains the raw data as sent by the browser." },
			},
		},  -- HTTPFormData

		HTTPRequest =
		{
			Desc = [[
				This class encapsulates all the data that is sent to the WebAdmin through one HTTP request. Plugins
				receive this class as a parameter to the function handling the web requests, as registered in the
				FIXME: {{cPluginLua}}:AddWebPage().
			]],
			Constants =
			{
				FormData = { Notes = "Array-table of {{HTTPFormData}}, contains the values of individual form elements submitted by the client" },
				Params = { Notes = "Map-table of parameters given to the request in the URL (?param=value); if a form uses GET method, this is the same as FormData. For each parameter given as \"param=value\", there is an entry in the table with \"param\" as its key and \"value\" as its value." },
				PostParams = { Notes = "Map-table of data posted through a FORM - either a GET or POST method. Logically the same as FormData, but in a map-table format (for each parameter given as \"param=value\", there is an entry in the table with \"param\" as its key and \"value\" as its value)." },
			},

			Variables =
			{
				Method = { Type = "string", Notes = "The HTTP method used to make the request. Usually GET or POST." },
				Path = { Type = "string", Notes = "The Path part of the URL (excluding the parameters)" },
				Username = { Type = "string", Notes = "Name of the logged-in user." },
			},
		},  -- HTTPRequest

		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      = { Params = "ItemType", Return = "bool", Notes = "(STATIC) Returns true if the specified item type is any kind of an armor." },
				IsAxe        = { Params = "ItemType", Return = "bool", Notes = "(STATIC) Returns true if the specified item type is any kind of an axe." },
				IsBoots      = { Params = "ItemType", Return = "bool", Notes = "(STATIC) Returns true if the specified item type is any kind of boots." },
				IsChestPlate = { Params = "ItemType", Return = "bool", Notes = "(STATIC) Returns true if the specified item type is any kind of a chestplate." },
				IsHelmet     = { Params = "ItemType", Return = "bool", Notes = "(STATIC) Returns true if the specified item type is any kind of a helmet." },
				IsHoe        = { Params = "ItemType", Return = "bool", Notes = "(STATIC) Returns true if the specified item type is any kind of a hoe." },
				IsLeggings   = { Params = "ItemType", Return = "bool", Notes = "(STATIC) Returns true if the specified item type is any kind of a leggings." },
				IsPickaxe    = { Params = "ItemType", Return = "bool", Notes = "(STATIC) Returns true if the specified item type is any kind of a pickaxe." },
				IsShovel     = { Params = "ItemType", Return = "bool", Notes = "(STATIC) Returns true if the specified item type is any kind of a shovel." },
				IsSword      = { Params = "ItemType", Return = "bool", Notes = "(STATIC) Returns true if the specified item type is any kind of a sword." },
				IsTool       = { Params = "ItemType", Return = "bool", Notes = "(STATIC) 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 (cItemCategory:IsShovel(HeldItem.m_ItemType)) then
	-- It's a shovel
end
</pre>
					]],
				}
			},
		},  -- ItemCategory
		
		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 = "CallbacksTable, [SeparatorChar]", Return = "XMLParser object", 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>
					]],
				},
			},  -- AdditionalInfo
		},  -- lxp
		
		sqlite3 =
		{
			Desc = [[
			]],
			
			Functions =
			{
				complete = { Params = "string", Return = "bool", Notes = "Returns true if the string sql comprises one or more complete SQL statements and false otherwise." },
				open = { Params = "FileName", Return = "DBClass", Notes = [[
					Opens (or creates if it does not exist) an SQLite database with name filename and returns its
					handle as userdata (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 = { Return = "DBClass", Notes = "Opens an SQLite database in memory and returns its handle as userdata. 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 = { Return = "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>
					]],
				},
			},  -- AdditionalInfo
		},  -- TakeDamageInfo

		tolua =
		{
			Desc = [[
				This class represents the tolua bridge between the Lua API and MCServer. 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 cast() and type()
			]],
			Functions =
			{
				cast = { Params = "Object, TypeStr", Return = "Object", Notes = "Casts the object to the specified type through the inheritance hierarchy." },
				getpeer = { Params = "", Return = "", Notes = "" },
				inherit = { Params = "", Return = "", Notes = "" },
				releaseownership = { Params = "", Return = "", Notes = "" },
				setpeer = { Params = "", Return = "", Notes = "" },
				takeownership = { Params = "", Return = "", Notes = "" },
				type = { Params = "Object", Return = "TypeStr", 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++ types, too." },
			},
			AdditionalInfo =
			{
				{
					Header = "Usage example",
					Contents =
					[[
						The tolua.cast() function is normally used to cast between related types. For example in the
						hook callbacks you often receive a generic {{cEntity}} object, when in fact you know that the
						object is a {{cMonster}}. You can cast the object to access its cMonster functions:
<pre class="prettyprint lang-lua">
function OnTakeDamage(a_ReceiverEntity, TDI)
	if (a_ReceiverEntity.IsMob()) then
		local Mob = tolua.cast(a_ReceiverEntity, "cMonster");  -- Cast a_ReceiverEntity into a {{cMonster}} instance
		if (Mob:GetMonsterType() == cMonster.mtSheep) then
			local Sheep = tolua.cast(Mob, "cSheep");  -- Cast Mob into a {{cSheep}} instance
			-- Do something sheep-specific
		end
	end
end
</pre>
					]],
				}
			}  -- AdditionalInfo
		},  -- tolua

		Globals =
		{
			Desc = [[
				These functions are available directly, without a class instance. Any plugin cal call them at any
				time.
			]],
			Functions =
			{
				AddFaceDirection = {Params = "BlockX, BlockY, BlockZ, BlockFace, [IsInverse]", Return = "BlockX, BlockY, BlockZ", Notes = "Returns the coords of a block adjacent to the specified block through the specified {{Globals#BlockFaces|face}}"},
				BlockFaceToString = { Params = "{{Globals#BlockFaces|eBlockFace}}", Return = "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 = "BlockTypeString", Return = "BLOCKTYPE", Notes = "Returns the block type parsed from the given string"},
				ClickActionToString = {Params = "{{Globals#ClickAction|ClickAction}}", Return = "string", Notes = "Returns a string description of the ClickAction enumerated value"},
				DamageTypeToString = {Params = "{{Globals#DamageType|DamageType}}", Return = "string", Notes = "Converts the {{Globals#DamageType|DamageType}} enumerated value to a string representation "},
				EscapeString = {Params = "string", Return = "string", Notes = "Returns a copy of the string with all quotes and backslashes escaped by a backslash"},
				GetChar = {Params = "String, Pos", Return = "string", Notes = "Returns one character from the string, specified by position "},
				GetIniItemSet = { Params = "IniFile, SectionName, KeyName, DefaultValue", Return = "{{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. " },
				GetTime = {Return = "number", Notes = "Returns the current OS time, as a unix time stamp (number of seconds since Jan 1, 1970)"},
				IsBiomeNoDownfall = { Params = "Biome", Return = "bool", Notes = "Returns true if the biome is 'dry', that is, there is no precipitation during rains and storms." },
				IsValidBlock = {Params = "BlockType", Return = "bool", Notes = "Returns true if BlockType is a known block type"},
				IsValidItem = {Params = "ItemType", Return = "bool", Notes = "Returns true if ItemType is a known item type"},
				ItemToFullString = {Params = "{{cItem|cItem}}", Return = "string", Notes = "Returns the string representation of the item, in the format 'ItemTypeText:ItemDamage * Count'"},
				ItemToString = {Params = "{{cItem|cItem}}", Return = "string", Notes = "Returns the string representation of the item type"},
				ItemTypeToString = {Params = "ItemType", Return = "string", Notes = "Returns the string representation of ItemType "},
				LOG =
				{
					{Params = "string", Notes = "Logs a text into the server console using 'normal' severity (gray text)"},
					{Params = "{{cCompositeChat|CompositeChat}}", Notes = "Logs the {{cCompositeChat}}'s human-readable text into the server console. The severity is converted from the CompositeChat's MessageType."},
				},
				LOGERROR =
				{
					{Params = "string", Notes = "Logs a text into the server console using 'error' severity (black text on red background)"},
					{Params = "{{cCompositeChat|CompositeChat}}", Notes = "Logs the {{cCompositeChat}}'s human-readable text into the server console using 'error' severity (black text on red background)"},
				},
				LOGINFO =
				{
					{Params = "string", Notes = "Logs a text into the server console using 'info' severity (yellow text)"},
					{Params = "{{cCompositeChat|CompositeChat}}", Notes = "Logs the {{cCompositeChat}}'s human-readable text into the server console using 'info' severity (yellow text)"},
				},
				LOGWARN =
				{
					{Params = "string", Notes = "Logs a text into the server console using 'warning' severity (red text); OBSOLETE, use LOGWARNING() instead"},
					{Params = "{{cCompositeChat|CompositeChat}}", Notes = "Logs the {{cCompositeChat}}'s human-readable text into the server console using 'warning' severity (red text); OBSOLETE, use LOGWARNING() instead"},
				},
				LOGWARNING =
				{
					{Params = "string", Notes = "Logs a text into the server console using 'warning' severity (red text)"},
					{Params = "{{cCompositeChat|CompositeChat}}", Notes = "Logs the {{cCompositeChat}}'s human-readable text into the server console using 'warning' severity (red text)"},
				},
				MirrorBlockFaceY = { Params = "{{Globals#BlockFaces|eBlockFace}}", Return = "{{Globals#BlockFaces|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 = "string, string", Return = "number", Notes = "Case-insensitive string comparison; returns 0 if the strings are the same"},
				NormalizeAngleDegrees = { Params = "AngleDegrees", Return = "AngleDegrees", Notes = "Returns the angle, wrapped into the [-180, +180) range." },
				ReplaceString = {Params = "full-string, to-be-replaced-string, to-replace-string", Notes = "Replaces *each* occurence of to-be-replaced-string in full-string with to-replace-string"},
				RotateBlockFaceCCW = { Params = "{{Globals#BlockFaces|eBlockFace}}", Return = "{{Globals#BlockFaces|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 = "{{Globals#BlockFaces|eBlockFace}}", Return = "{{Globals#BlockFaces|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 = "string, SeperatorsString", Return = "array table of strings", Notes = "Seperates string into multiple by splitting every time any of the characters in SeperatorsString is encountered."},
				StringSplitAndTrim = {Params = "string, SeperatorsString", Return = "array table of strings", 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)"},
				StringToBiome = {Params = "string", Return = "{{Globals#BiomeTypes|BiomeType}}", Notes = "Converts a string representation to a {{Globals#BiomeTypes|BiomeType}} enumerated value"},
				StringToDamageType = {Params = "string", Return = "{{Globals#DamageType|DamageType}}", Notes = "Converts a string representation to a {{Globals#DamageType|DamageType}} enumerated value."},
				StringToDimension = {Params = "string", Return = "{{Globals#WorldDimension|Dimension}}", Notes = "Converts a string representation to a {{Globals#WorldDimension|Dimension}} enumerated value"},
				StringToItem = {Params = "string, {{cItem|cItem}}", Return = "bool", Notes = "Parses the given string and sets the item; returns true if successful"},
				StringToMobType = {Params = "string", Return = "{{cMonster#MobType|MobType}}", Notes = "Converts a string representation to a {{cMonster#MobType|MobType}} enumerated value"},
				StripColorCodes = {Params = "string", Return = "string", Notes = "Removes all control codes used by MC for colors and styles"},
				TrimString = {Params = "string", Return = "string", Notes = "Trims whitespace at both ends of the string"},
				md5 = {Params = "string", Return = "string", Notes = "converts a string to an md5 hash"},
			},
			ConstantGroups =
			{
				BlockTypes =
				{
					Include = "^E_BLOCK_.*",
					TextBefore = [[
						These constants are used for block types. They correspond directly with MineCraft's data values
						for blocks.
					]],
				},
				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_.*",
				},
				BiomeTypes =
				{
					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.
					]],
				},
				BlockFaces =
				{
					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.
					]],
				},
				ClickAction =
				{
					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.
					]],
				},
				WorldDimension =
				{
					Include = "^dim.*",
					TextBefore = [[
						These constants represent dimension of a world. In MCServer, 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.
					]],
				},
				DamageType =
				{
					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.
					]],
				},
				GameMode =
				{
					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.
					]],
				},
				Weather =
				{
					Include = { "^eWeather_.*", "wSunny", "wRain", "wStorm", "wThunderstorm" },
					TextBefore = [[
						These constants represent the weather in the world. Note that unlike vanilla, MCServer allows
						different weathers even in non-overworld {{Globals#WorldDimension|dimensions}}.
					]],
				},
				ExplosionSource =
				{
					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 {{cCreeper|creeper}} entity or the
						{{Vector3i|coords}} of the exploding bed.
					]],
				},
				SpreadSource =
				{
					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.
					]],
				}
			},
		},  -- Globals
	},


	IgnoreClasses =
	{
		"^coroutine$",
		"^debug$",
		"^io$",
		"^math$",
		"^package$",
		"^os$",
		"^string$",
		"^table$",
		"^g_Stats$",
		"^g_TrackedPages$",
	},

	IgnoreFunctions =
	{
		"Globals.assert",
		"Globals.collectgarbage",
		"Globals.xpcall",
		"Globals.decoda_output",  -- When running under Decoda, this function gets added to the global namespace
		"sqlite3.__newindex",
		"%a+%.__%a+",        -- AnyClass.__Anything
		"%a+%.%.collector",  -- AnyClass..collector
		"%a+%.new",          -- AnyClass.new
		"%a+%.new_local",    -- AnyClass.new_local
		"%a+%.delete",       -- AnyClass.delete

		-- Functions global in the APIDump plugin:
		"CreateAPITables",
		"DumpAPIHtml",
		"DumpAPITxt",
		"Initialize",
		"LinkifyString",
		"ListMissingPages",
		"ListUndocumentedObjects",
		"ListUnexportedObjects",
		"LoadAPIFiles",
		"ReadDescriptions",
		"ReadHooks",
		"WriteHtmlClass",
		"WriteHtmlHook",
		"WriteStats",
	},
	
	IgnoreConstants =
	{
		"cChestEntity.__cBlockEntityWindowOwner__",
		"cDropSpenserEntity.__cBlockEntityWindowOwner__",
		"cFurnaceEntity.__cBlockEntityWindowOwner__",
		"cHopperEntity.__cBlockEntityWindowOwner__",
		"cLuaWindow.__cItemGrid__cListener__",
	},
	
	IgnoreVariables =
	{
		"__.*__",  -- tolua exports multiple inheritance this way
	} ,
	
	ExtraPages =
	{
		-- No sorting is provided for these, they will be output in the same order as defined here
		{ FileName = "Writing-a-MCServer-plugin.html", Title = "Writing a MCServer 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" },
	}
} ;