summaryrefslogblamecommitdiffstats
path: root/MCServer/Plugins/APIDump/APIDesc.lua
blob: 544e020493763e7518aabed019d5db553d326c10 (plain) (tree)
1
2
3
4
5
6
7
8
9
10
11
12











                                         




















                                                                                                                                         




                                                                                                       










                                                                                                           

                                                                                                                   


                    


























                                                                                                                                                                                                                  



                                                                                                                           
                                                                                                                             




















                                                                                                                                   
                                                                                                           
                                                                                
                                                                                              



                                         
                                                                                                                                      
















































                                                                                                                                                                                                                                                                                                           

                                                                                                                                                                                                                              



                                                                                                                                                                                           
                                                                                                                                                                                                                 
                                                                                                                                                                                                     
                          


                                                                                             






                                                                                                                   
                          
                        

                                        










































































                                                                                                                                                                   
 

                              





                                                                                                                                        


                                                                                                                                                                                                                 







                                                                                                                                                                       







                                       









                                                                                                                                         


                                                                                                                                                                                                 









                                                                                                                                                                                            




                                   


                               


































                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                            

                                       


                            



                                                                                             

                                   
                                                                                                                                                                                      


                                   

                                                                                                                 

                                                                                                                     


                          
                              
                 


                                                                                                                                          







                                                                                                                                 



                                                           

                                   
                                                                                                                                                                                                                                                         


                                   

                                                                                                                                                                          
                          






                                                                                                                                              
                                  










                                                                     



                            






                                                                                                                                      

                                   
                                                                                                                                                                         









                                                                                                                                                                                                                                                                                                                                                                                                       



                                                                                                                                                                                                          

                                                                                                                                                      
                                                                                                                                                                        
                                                                                                                                                                 
                                                                                                                                                                        
                                                                                                                                                                              


                                                                                                                                                                         










                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                    









                                                                                                                                                                                                        
                                                                                                                                                                                                      







                                   
                                 


                                                                                                                                   

                           


                                                                                                                     
                                                                                                                                                                                                                                           





                                                                                                                                                                                       
                                                                                                                                                                                                                                             


                                   

                                                                                                         




                               
                                 
                                                                                                  

                                                                                                                                




                                                                                                                               

                           

                                   
                                                                                                                                                                                                                                                                                 
                                                                                                       
                                                                                                                                                                                                                                                                                               



                                                                                                                                                                




                                                                                                                                                           







                                   

                                                                                                                                                                                                                                                                                                                                                                                                                                                                                 
    
                                                                                                                         









                                                                                                                                                                                           









                                                                                                                                                                 







                                   
                                 





                                                                                                                                 
                           

                                   





















                                                                                                                                                                                                                                                     
                          

                                   

                                                                                                                                              
                          














                                                                                                                                                                                                                                                                                           
                                                        














                                                                                                                                                                                                                                                                                               
                                                        

                  
                                    










                                                                                                                                                                                                                              

                                                                                                                         
                          

                                                  









                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                   





                                                                                                                                                                                                    














                                                                                                                                                                                                                                  


















                                                                                                                                    
                           

                                   















                                                                                                                                                                         
                                                                                                                       
                                                                                                                                                                                                                                                                                                        
                                                                                                                                                         
                                                                                                                                                         
                                                                                                                                                                 
                                                                                                                                                                                                           










                                                                                                                                                                                                                                                                                                        
                                                                                                                                                                             

                                                                                                                                                                     

                                                                                                                                                           
                                                                                                                                                 


                                                                                                                                  



                                                                                                                                                                                                                                                                                                                                                                                                           



                                                                                                                                           

                                                                                                                                                                                                                                
                                                                                                                                               
                                                                                                                                                                                
                                                                                                                                                                                                       




                                                                                                                                                                                              
                                                                                                                             

                                                                                                                                                   
                                                                                                                









                                                                                                                                                                                                                                                                                                               
                                                                                                                                           





                                                                                                                                                                           


                                                                                                                               























                                                                                                                                                                                                                                                                                                                                       


                                   









                                                                                                        


                          




                                                                                                                                 
                                  

















                                                                                                                                                                                                                           







                                                       

























                                                                                                                                                                                                                                                                
                                                          

                  




                                       
                                                       

                   





                                                                                                                                                                                   







                                                                 
                          


                                   







                                                                                                                                                                           
                                                                                   









                                                                  























                                                                          







                                                                      
                                                                               
                                                                
                                                                   

                                                                          

                                                                          

                                                                 

                                                                



                                                                        
                          


                                   













































                                                                                                                                                                                                                                                                                     






                                                                                                                   




                          

                                                                                                                             

                                                                                                                                  



                                                                                                                                    

                           

                                   

                                             
                                                                                                                      


                                                                                                                                                                                                                                                                         
                                                                                                                                                                                    





                                                                                                                                                                                                                                       
                                                                                                                                                                      
                                                                                                                                                                                                                 
                                                                                                                                                         

                                                                                                                                                                                                                                                                
                          
                                   
                         



                                                                                                                                                                                
                          































                                                                                                                                                           






                                                                                                                                                                



                                                









                                                                                                                                                                                                                                                                         




                                                                                                                                                                                                                                                                            

                                                                                                                                                                                                          









                                                                                                                                                                                                                                                   




                                                                                                                                                                                                                     




                                                                                                                                                                                 





                                                                                                                                                                                                               














                                                                                                                                                                                                                                                    





                                   
                        
                 




                                                                                                                                    


                                                                                                                        




                                                                                                                                                            


                                                                                                                                          




                                                                                                                                                                                 






                                                                                                                                   

                                  





















































                                                                                                                                                                                                                                                                                 
                                  






























                                                                                                 
                
                            









                                                                                                                                                                                                                                                                                                                                                                   










                                                                                                                                                                                               











                                                                                                                                                                                                                                                     
                                  









                                                                                                                                                                                                                                                                                                                                                                                                              
                                  










                                                                                                                                                                                                                                                                                                                                                                                              
                                  

























                                                                                                             
                                             
                                 
 







                                           





                                                                                                                                                                          





                                                                   
                          



                                             







                                                                                                                                                                                                   

                                                                        
                                                                  
                          



                                             







                                                                                                                                              




























                                                                                                                                                                                                                                                                                                                                                                                                                                                             
                          



                                           



                         
                                                                                                                                                                                


                                   







                                                                                                                                                                                                                                                                                             
                                                                    

                                                                                          


                                   

                  







                                             

                                








                                                                                                                                   
                                  

                                                                


                                   

















                                                                                                                                                                                                                                                                                                                                                                                                                                                  
                                                                                                                                                                                                        
                                                                                                                                                                                      

                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                      
                                                                                                                                              
                                                                                                                                                                         


                                                                                                                                                                                  


                                                                                                                                                                                                                                                                                                      



                                                                                                                   


















































                                                                                                                                                                                                                                                                                                                                                 


                          







                                             





                                                                                                                                                       


                                                                                                                                                                                  

                                                                                                                                                                                                                                                                                               
                                                                                                                                                                   









                                                                                                                                                                                                                                                            
                                                                                                                                                                                                                                                                                                                                      

                                                                                                                                                                                     







                                   
                                                                                                                                                                                                                                                                                               


                                   




                                                                                                                                            





                                   
                             
                 
                                 

                                                                                             






                                   

                                                  












                                                                                                                        
























                                                       













                                                                                                                                                                                                                    













                                       


































                                                                                                                                                                                                                                                                                                                                                                






























                                                                                                                                       

                                   







                                                                                                                                                                                                                                                                                                                                                                                                                                                                                              






                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                 




                                                                                                                                                                                                                                                                                                                                          





                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                       

                                                                                                                                                                                                                                                                       




                                                                                                                                                                                                                           

                                                                                                                                                                                                                                                                                                                                                                              




                                                                                                                                                                                                                            

                                                                                                                                                                                                                                                                                                                                                      


















                                                                                                                                                                                                                                                                                                                                                                           
                                                                                                                                                                                                                           













                                                                                                                                                                                                                                                                                                                                                          



                                                                                                                                                                      




























                                                                                                                                                                                                                                                                                                                                                                                                                                                        



                                   


















                                                                                                                                                
                                  











                                                                                                        
                                  









                                                                                                 
                                  















                                                                                                                                                  

                  











                                                                                                                                                                                                                                                         





                                                                                                                                                                                
                                                                                                                                                                        




























                                                                                                                                                               













                                                                                                                                                                                                                                                  
                                                                                                                                                                                                                 

                                                                                                                                                             




                                                                                                                                                                        








                                                                                                                                                                                                                       
                                                                                                                                           





                                                                                                                         

          


               



























                                                                                                                                                                                                 

























                                                                                                                                                                     

                                            





















                                                                                                                                    




















                                                                                                                                  









                                                                                                                                 


                                                                                              













                                                                                                                                                                    




































                                                                                                                                                                                                                     
                                           





























                                                                                                                                    





















                                                                                                                                 






















                                                                                                                                    


























                                                                                                                                  

























                                                                                                                                                     

























                                                                                                                                             
























                                                                                                                                                                                                                                        










































                                                                                                                                                                              











































                                                                                                                                                                              






















                                                                                                                                                                                                       




                                                                                              



                                                                                                                                    














                                                                                                                                                     























                                                                                                                                                               


























                                                                                                                                                                                               
























                                                                                                                                                                                                                                   




















                                                                                                                                    






                                                                                                                                    

                                                                                          




















                                                                                                                                                                       




























                                                                                                                                                                        



















                                                                                                                                   





















                                                                                                                                   







































                                                                                                                                                                        




















































                                                                                                                                                                                 





































                                                                                                                                                                                     





























                                                                                                                                                                        



















                                                                                                                                       
























                                                                                                                                    
























                                                                                                                                    






















                                                                                                                                    






































                                                                                                                                                                  






































                                                                                                                                                                  






































                                                                                                                                                                  

                                        
                                                                                                                            










                                                                                                                                    




                                                                                                                                    




















                                                                                                                                                                  




























                                                                                                                                                                     





























                                                                                                                                                                        




                                                                                    
                                                                                                                              
                                                                                                                            




                                                                                                                                











                                                                                                                                






                                                                                                                                 



                                                                                                                                  











                                                                                                                                
























                                                                                                                                    

























                                                                                                                                    























                                                                                                                                                                                               





















                                                                                                                                                                                 





























                                                                                                                                                            

















































                                                                                                                                                            
 




















                                                                                                                                    























                                                                                                                                          






















                                                                                                                                                                          

                      










                            
                                 
          
        

                         


                                         



                                                           
                                                       

                                                          

                                  


                                
                                   

                                          
                                   
                            
                                 
                                
          





                                                                                                          




   
 

-- 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" },
			} ,
			
			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
		},
		]]--
		
		cArrowEntity =
		{
			Desc = [[
				Represents the arrow when it is shot from the bow. A subclass of the {{cProjectileEntity}}.
			]],
			
			Functions =
			{
				CanPickup      = { Params = "{{cPlayer|Player}}", Return = "bool", Notes = "Returns true if the specified player can pick the arrow when it's on the ground" },
				GetDamageCoeff = { Params = "", Return = "number", Notes = "Returns the damage coefficient stored within the arrow. The damage dealt by this arrow is multiplied by this coeff" },
				GetPickupState = { Params = "", Return = "PickupState", Notes = "Returns the pickup state (one of the psXXX constants, above)" },
				IsCritical     = { Params = "", Return = "bool", Notes = "Returns true if the arrow should deal critical damage. Based on the bow charge when the arrow was shot." },
				SetDamageCoeff = { Params = "number", Return = "", Notes = "Sets the damage coefficient. The damage dealt by this arrow is multiplied by this coeff" },
				SetIsCritical  = { Params = "bool", Return = "", Notes = "Sets the IsCritical flag on the arrow. Critical arrow deal additional damage" },
				SetPickupState = { Params = "PickupState", Return = "", Notes = "Sets the pickup state (one of the psXXX constants, above)" },
			},
			
			Constants =
			{
				psInCreative           = { Notes = "The arrow can be picked up only by players in creative gamemode" },
				psInSurvivalOrCreative = { Notes = "The arrow can be picked up by players in survival or creative gamemode" },
				psNoPickup             = { Notes = "The arrow cannot be picked up at all" },
			},
			
			Inherits = "cProjectileEntity",
		},
		
		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 = "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" },
				GetDataTypes = { Params = "", Return = "number", Notes = "Returns the mask of datatypes that the objectis currently holding" },
				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 = "NIBBLETYPE", Notes = "Returns the block type and meta at the specified relative coords" },
				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" },
				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." },
				Merge = { 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, MinX, MaxX, MinY, MaxY, MinZ, MaxZ, DataTypes", Return = "bool", Notes = "Reads the area from World, returns true if successful" },
				RelLine = { 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." },
				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." },
				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 = "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" },
				Write = { 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" },
			},
			
			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>
						</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>

						<p>
						Special strategies:
						</p>

						<p>
						<strong>msLake</strong> (evaluate top-down, first match wins):
						</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>
					]],
				},  -- Merge strategies
			},  -- AdditionalInfo
		},  -- cBlockArea

		cBlockEntity =
		{
			Desc = [[
				Block entities are simply blocks in the world that have persistent data, such as the text for a sign
				or contents of a chest. All block entities are also saved in the chunk data of the chunk they reside in.
				The cBlockEntity class acts as a common ancestor for all the individual block entities.
			]],
			
			Functions =
			{
				GetBlockType = { Params = "", Return = "BLOCKTYPE", Notes = "Returns the blocktype which is represented by this blockentity. This is the primary means of type-identification" },
				GetChunkX    = { Params = "", Return = "number", Notes = "Returns the chunk X-coord of the block entity's chunk" },
				GetChunkZ    = { Params = "", Return = "number", Notes = "Returns the chunk Z-coord of the block entity's chunk" },
				GetPosX      = { Params = "", Return = "number", Notes = "Returns the block X-coord of the block entity's block" },
				GetPosY      = { Params = "", Return = "number", Notes = "Returns the block Y-coord of the block entity's block" },
				GetPosZ      = { Params = "", Return = "number", Notes = "Returns the block Z-coord of the block entity's block" },
				GetRelX      = { Params = "", Return = "number", Notes = "Returns the relative X coord of the block entity's block within the chunk" },
				GetRelZ      = { Params = "", Return = "number", Notes = "Returns the relative Z coord of the block entity's block within the chunk" },
				GetWorld     = { Params = "", Return = "{{cWorld|cWorld}}", Notes = "Returns the world to which the block entity belongs" },
			},
			Constants =
			{
			},
		},

		cBlockEntityWithItems =
		{
			Desc = [[
				This class is a common ancestor for all {{cBlockEntity|block entities}} that provide item storage.
				Internally, the object has a {{cItemGrid|cItemGrid}} object for storing the items; this ItemGrid is
				accessible through the API. The storage is a grid of items, items in it can be addressed either by a slot
				number, or by XY coords within the grid. If a UI window is opened for this block entity, the item storage
				is monitored for changes and the changes are immediately sent to clients of the UI window.
			]],
			
			Inherits = "cBlockEntity",
			
			Functions =
			{
				GetContents = { Params = "", Return = "{{cItemGrid|cItemGrid}}", Notes = "Returns the cItemGrid object representing the items stored within this block entity" },
				GetSlot =
				{
					{ Params = "SlotNum", Return = "{{cItem|cItem}}", Notes = "Returns the cItem for the specified slot number. Returns nil for invalid slot numbers" },
					{ Params = "X, Y", Return = "{{cItem|cItem}}", Notes = "Returns the cItem for the specified slot coords. Returns nil for invalid slot coords" },
				},
				SetSlot = 
				{
					{ Params = "SlotNum, {{cItem|cItem}}", Return = "", Notes = "Sets the cItem for the specified slot number. Ignored if invalid slot number" },
					{ Params = "X, Y, {{cItem|cItem}}", Return = "", Notes = "Sets the cItem for the specified slot coords. Ignored if invalid slot coords" },
				},
			},
			Constants =
			{
			},
		},
		
		cBoundingBox = 
		{
			Desc = [[
			Represents two sets of coordinates, minimum and maximum for each direction; thus defining an
			axis-aligned cuboid with floating-point boundaries. It supports operations changing the size and
			position of the box, as well as querying whether a point or another BoundingBox is inside the box.</p>
			<p>
			All the points within the coordinate limits (inclusive the edges) are considered "inside" the box.
			However, for intersection purposes, if the intersection is "sharp" in any coord (min1 == max2, i. e.
			zero volume), the boxes are considered non-intersecting.</p>
			]],
			Functions =
			{
				constructor =
				{
					{ Params = "MinX, MaxX, MinY, MaxY, MinZ, MaxZ", Return = "cBoundingBox", Notes = "Creates a new bounding box with the specified edges" },
					{ Params = "{{Vector3d|Min}}, {{Vector3d|Max}}", Return = "cBoundingBox", Notes = "Creates a new bounding box with the coords specified as two vectors" },
					{ Params = "{{Vector3d|Pos}}, Radius, Height", Return = "cBoundingBox", Notes = "Creates a new bounding box from the position given and radius (X/Z) and height. Radius is added from X/Z to calculate the maximum coords and subtracted from X/Z to get the minimum; minimum Y is set to Pos.y and maxumim Y to Pos.y plus Height. This corresponds with how {{cEntity|entities}} are represented in Minecraft." },
					{ Params = "OtherBoundingBox", Return = "cBoundingBox", Notes = "Creates a new copy of the given bounding box. Same result can be achieved by using a simple assignment." },
				},
				CalcLineIntersection = { Params = "{{Vector3d|LineStart}}, {{Vector3d|LinePt2}}", Return = "DoesIntersect, LineCoeff, Face", Notes = "Calculates the intersection of a ray (half-line), given by two of its points, with the bounding box. Returns false if the line doesn't intersect the bounding box, or true, together with coefficient of the intersection (how much of the difference between the two ray points is needed to reach the intersection), and the face of the box which is intersected.<br /><b>TODO</b>: Lua binding for this function is wrong atm." },
				DoesIntersect = { Params = "OtherBoundingBox", Return = "bool", Notes = "Returns true if the two bounding boxes have an intersection of nonzero volume." },
				Expand = { Params = "ExpandX, ExpandY, ExpandZ", Return = "", Notes = "Expands this bounding box by the specified amount in each direction (so the box becomes larger by 2 * Expand in each axis)." },
				IsInside =
				{
					{ Params = "{{Vector3d|Point}}", Return = "bool", Notes = "Returns true if the specified point is inside (including on the edge) of the box." },
					{ Params = "PointX, PointY, PointZ", Return = "bool", Notes = "Returns true if the specified point is inside (including on the edge) of the box." },
					{ Params = "OtherBoundingBox", Return = "bool", Notes = "Returns true if OtherBoundingBox is inside of this box." },
					{ Params = "{{Vector3d|OtherBoxMin}}, {{Vector3d|OtherBoxMax}}", Return = "bool", Notes = "Returns true if the other bounding box, specified by its 2 corners, is inside of this box." },
				},
				Move =
				{
					{ Params = "OffsetX, OffsetY, OffsetZ", Return = "", Notes = "Moves the bounding box by the specified offset in each axis" },
					{ Params = "{{Vector3d|Offset}}", Return = "", Notes = "Moves the bounding box by the specified offset in each axis" },
				},
				Union = { Params = "OtherBoundingBox", Return = "cBoundingBox", Notes = "Returns the smallest bounding box that contains both OtherBoundingBox and this bounding box. Note that unlike the strict geometrical meaning of \"union\", this operation actually returns a cBoundingBox." },
			},
			Constants = {},
		},

		cChatColor =
		{
			Desc = [[
				A wrapper class for constants representing colors or effects.
			]],
			
			Functions =
			{
				MakeColor = { Params = "ColorCodeConstant", Return = "string", Notes = "Creates the complete color-code-sequence from the color or effect constant" },
			},
			Constants =
			{
				Color         = { Notes = "The first character of the color-code-sequence, §" },
				Delimiter     = { Notes = "The first character of the color-code-sequence, §" },
				Random        = { Notes = "Random letters and symbols animate instead of the text" },
				Plain         = { Notes = "Resets all formatting to normal" },
			},
		},

		cChestEntity =
		{
			Desc = [[
				A chest entity is a {{cBlockEntityWithItems|cBlockEntityWithItems}} descendant that represents a chest
				in the world. Note that doublechests consist of two separate cChestEntity objects, they do not collaborate
				in any way.</p>
				<p>
				The chest entity can be created by the plugins only in the {{OnChunkGenerating}} and
				{{OnChunkGenerated}} hooks, as part of the new chunk being generated. Plugins may generate chests
				with contents in this way.</p>
				<p>
				To manipulate a chest already in the game, you need to use {{cWorld}}'s callback mechanism with
				either DoWithChestAt() or ForEachChestInChunk() function. See the code example below
			]],
			
			Inherits = "cBlockEntityWithItems",
			
			Functions =
			{
				constructor = { Params = "BlockX, BlockY, BlockZ", Return = "cChestEntity", Notes = "Creates a new cChestEntity object. To be used only in the chunk generating hooks {{OnChunkGenerating}} and {{OnChunkGenerated}}." },
			},
			Constants =
			{
				ContentsHeight = { Notes = "Height of the contents' {{cItemGrid|ItemGrid}}, as required by the parent class, {{cBlockEntityWithItems}}" },
				ContentsWidth = { Notes = "Width of the contents' {{cItemGrid|ItemGrid}}, as required by the parent class, {{cBlockEntityWithItems}}" },
			},
			AdditionalInfo =
			{
				{
					Header = "Code example",
					Contents = [[
						The following example code sets the top-left item of each chest in the same chunk as Player to
						64 * diamond:
<pre class="prettyprint lang-lua">
-- Player is a {{cPlayer}} object instance
local World = Player:GetWorld();
World:ForEachChestInChunk(Player:GetChunkX(), Player:GetChunkZ(),
	function (ChestEntity)
		ChestEntity:SetSlot(0, 0, cItem(E_ITEM_DIAMOND, 64));
	end
);
</pre>
					]],
				},
			},  -- AdditionalInfo
		},

		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" },
				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" },
				WriteBlockArea            = { Params = "{{cBlockArea|BlockArea}}, MinRelX, MinRelY, MinRelZ", Return = "", Notes = "Writes data from the block area into the chunk" },
			},
			Constants =
			{
			},
		},

		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 =
			{
				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" },
				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)" },
				Kick = { Params = "Reason", Return = "", Notes = "Kicks the user with the specified reason" },
				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" },
			},
		},

		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" },
				},
			},
			Constants =
			{
			},
		},

		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" },
				},
			},
			Constants =
			{
			},
		},

		cCuboid =
		{
			Desc = [[
				cCuboid offers some native support for integral-boundary cuboids. A cuboid internally consists of
				two {{Vector3i}}s. By default the cuboid doesn't make any assumptions about the defining points,
				but for most of the operations in the cCuboid class, the p1 member variable is expected to be the
				minima and the p2 variable the maxima. The Sort() function guarantees this condition.</p>
				<p>
				The Cuboid considers both its edges inclusive.</p>
			]],
			Functions =
			{
				constructor =
				{
					{ Params = "OtheCuboid", Return = "cCuboid", Notes = "Creates a new Cuboid object as a copy of OtherCuboid" },
					{ Params = "{{Vector3i|Point1}}, {{Vector3i|Point2}}", Return = "cCuboid", Notes = "Creates a new Cuboid object with the specified points as its corners." },
					{ Params = "X, Y, Z", Return = "cCuboid", Notes = "Creates a new Cuboid object with the specified point as both its corners (the cuboid has a size of 1 in each direction)." },
					{ Params = "X1, Y1, Z1, X2, Y2, Z2", Return = "cCuboid", Notes = "Creates a new Cuboid object with the specified points as its corners." },
				},
				Assign = { Params = "X1, Y1, Z1, X2, Y2, Z2", Return = "", Notes = "Assigns all the coords stored in the cuboid. Sort-state is ignored." },
				DifX = { Params = "", Return = "number", Notes = "Returns the difference between the two X coords (X-size minus 1). Assumes sorted." },
				DifY = { Params = "", Return = "number", Notes = "Returns the difference between the two Y coords (Y-size minus 1). Assumes sorted." },
				DifZ = { Params = "", Return = "number", Notes = "Returns the difference between the two Z coords (Z-size minus 1). Assumes sorted." },
				DoesIntersect = { Params = "OtherCuboid", Return = "bool", Notes = "Returns true if this cuboid has at least one voxel in common with OtherCuboid. Note that edges are considered inclusive. Assumes both sorted." },
				IsCompletelyInside = { Params = "OuterCuboid", Return = "bool", Notes = "Returns true if this cuboid is completely inside (in all directions) in OuterCuboid. Assumes both sorted." },
				IsInside =
				{
					{ Params = "X, Y, Z", Return = "bool", Notes = "Returns true if the specified point (integral coords) is inside this cuboid. Assumes sorted." },
					{ Params = "{{Vector3i|Point}}", Return = "bool", Notes = "Returns true if the specified point (integral coords) is inside this cuboid. Assumes sorted." },
					{ Params = "{{Vector3d|Point}}", Return = "bool", Notes = "Returns true if the specified point (floating-point coords) is inside this cuboid. Assumes sorted." },
				},
				IsSorted = { Params = "", Return = "bool", Notes = "Returns true if this cuboid is sorted" },
				Move = { Params = "OffsetX, OffsetY, OffsetZ", Return = "", Notes = "Adds the specified offsets to each respective coord, effectively moving the Cuboid. Sort-state is ignored." },
				Sort = { Params = "", Return = "" , Notes = "Sorts the internal representation so that p1 contains the lesser coords and p2 contains the greater coords." },
			},
			Variables =
			{
				p1 = { Type = "{{Vector3i}}", Notes = "The first corner. Usually the lesser of the two coords in each set" },
				p2 = { Type = "{{Vector3i}}", Notes = "The second corner. Usually the larger of the two coords in each set" },
			},
		},

		cDispenserEntity =
		{
			Desc = [[This class represents a dispenser block entity in the world. Most of this block entity's functionality is implemented in the {{cDropSpenserEntity|cDropSpenserEntity}} class that represents the behavior common with a {{cDropperEntity|dropper}} entity.
</p>
		<p>An object of this class can be created from scratch when generating chunks ({{OnChunkGenerated|OnChunkGenerated}} and {{OnChunkGenerating|OnChunkGenerating}} hooks). 
]],
			Functions =
			{
				constructor = { Params = "BlockX, BlockY, BlockZ", Return = "cDispenserEntity", Notes = "Creates a new cDispenserEntity at the specified coords" },
			},
			Constants =
			{
			},
			Inherits = "cDropSpenserEntity",
		},

		cDropperEntity =
		{
			Desc = [[This class represents a dropper block entity in the world. Most of this block entity's functionality is implemented in the {{cDropSpenserEntity|cDropSpenserEntity}} class that represents the behavior common with the {{cDispenserEntity|dispenser}} entity.
</p>
		<p>An object of this class can be created from scratch when generating chunks ({{OnChunkGenerated|OnChunkGenerated}} and {{OnChunkGenerating|OnChunkGenerating}} hooks). 
]],
			Functions =
			{
				constructor = { Params = "BlockX, BlockY, BlockZ", Return = "cDropperEntity", Notes = "Creates a new cDropperEntity at the specified coords" },
			},
			Constants =
			{
			},
			Inherits = "cDropSpenserEntity",
		},

		cDropSpenserEntity =
		{
			Desc = [[This is a class that implements behavior common to both {{cDispenserEntity|dispensers}} and {{cDropperEntity|droppers}}.
]],
			Functions =
			{
				Activate = { Params = "", Return = "", Notes = "Sets the block entity to dropspense an item in the next tick" },
				AddDropSpenserDir = { Params = "BlockX, BlockY, BlockZ, BlockMeta", Return = "BlockX, BlockY, BlockZ", Notes = "Adjusts the block coords to where the dropspenser items materialize" },
				SetRedstonePower = { Params = "IsPowered", Return = "", Notes = "Sets the redstone status of the dropspenser. If the redstone power goes from off to on, the dropspenser will be activated" },
			},
			Constants =
			{
				ContentsWidth = { Notes = "Width (X) of the {{cItemGrid}} representing the contents" },
				ContentsHeight = { Notes = "Height (Y) of the {{cItemGrid}} representing the contents" },
			},
			
			Inherits = "cBlockEntity";
		},

		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.
]],
			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" },
				ToString = { Params = "", Return = "string", Notes = "Returns the string description of all the enchantments stored in this object, in numerical-ID form" },
			},
			Constants =
			{
			},
		},

		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 = "eEntityType", Notes = "Returns the type of the entity, one of the 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" },
				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 = "Returns the entire rotation vector (Yaw, Pitch, Roll)" },
				GetRotation = { Params = "", Return = "number", Notes = "Returns the yaw (direction) of the entity. FIXME: Rename to GetYaw()." },
				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|cWorld}}", Notes = "Returns the world where the entity resides" },
				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." },
				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" },
				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}}" },
				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" },
				IsTNT = { Params = "", Return = "bool", Notes = "Returns true if the entity represents a {{cTNTEntity|TNT entity}}" },
				KilledBy = { Notes = "FIXME: Remove this from API" },
				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)" },
				SetRotation = { Params = "number", Return = "", Notes = "Sets the yaw (direction) of the entity. FIXME: Rename to SetYaw()." },
				SetRotationFromSpeed = { 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" },
				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" },
				etFallingBlock = { Notes = "The entity is a {{cFallingBlock}}" },
				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 {{cProjectile}} descendant" },
				etTNT = { Notes = "The entity is a {{cTNTEntity}}" },
			},
		},

		cFile =
		{
			Desc = [[
				Provides helper functions for manipulating and querying the filesystem. Most functions are 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 = "Copies a single file to a new destination. Returns true if successful. Fails if the destination already exists." },
				CreateFolder = { Params = "FolderName", Return = "bool", Notes = "Creates a new folder. Returns true if successful." },
				Delete = { Params = "FileName", Return = "bool", Notes = "Deletes the specified file. Returns true if successful." },
				Exists = { Params = "FileName", Return = "bool", Notes = "Returns true if the specified file exists." },
				GetSize = { Params = "FileName", Return = "number", Notes = "Returns the size of the file, or -1 on failure." },
				IsFile = { Params = "Path", Return = "bool", Notes = "Returns true if the specified path points to an existing file." },
				IsFolder = { Params = "Path", Return = "bool", Notes = "Returns true if the specified path points to an existing folder." },
				Rename = { Params = "OrigPath, NewPath", Return = "bool", Notes = "Renames a file or a folder. Returns true if successful. Undefined result if NewPath already exists." },
			},

		},

		cFireChargeEntity = 
		{
			Desc = "",
			Functions = {},
			Constants = {},
			Inherits = "cProjectileEntity",
		} ,
		
		cFurnaceEntity =
		{
			Desc = [[This class represents a furnace block entity in the world. An object of this class can be created from scratch when generating chunks ({{OnChunkGenerated|OnChunkGenerated}} and {{OnChunkGenerating|OnChunkGenerating}} hooks)
]],
			Functions =
			{
				constructor = { Params = "BlockX, BlockY, BlockZ, BlockType, BlockMeta", Return = "cFurnaceEntity", Notes = "Creates a new cFurnaceEntity at the specified coords and the specified block type / meta" },
				GetCookTimeLeft = { Params = "", Return = "number", Notes = "Returns the time until the current item finishes cooking, in ticks" },
				GetFuelBurnTimeLeft = { Params = "", Return = "number", Notes = "Returns the time until the current fuel is depleted, in ticks" },
				GetFuelSlot = { Params = "", Return = "{{cItem|cItem}}", Notes = "Returns the item in the fuel slot" },
				GetInputSlot = { Params = "", Return = "{{cItem|cItem}}", Notes = "Returns the item in the input slot" },
				GetOutputSlot = { Params = "", Return = "{{cItem|cItem}}", Notes = "Returns the item in the output slot" },
				GetTimeCooked = { Params = "", Return = "number", Notes = "Returns the time that the current item has been cooking, in ticks" },
				HasFuelTimeLeft = { Params = "", Return = "bool", Notes = "Returns true if there's time before the current fuel is depleted" },
				SetFuelSlot = { Params = "{{cItem|cItem}}", Return = "", Notes = "Sets the item in the fuel slot" },
				SetInputSlot = { Params = "{{cItem|cItem}}", Return = "", Notes = "Sets the item in the input slot" },
				SetOutputSlot = { Params = "{{cItem|cItem}}", Return = "", Notes = "Sets the item in the output slot" },
			},
			Constants =
			{
				fsInput = { Notes = "Index of the input slot, when using the GetSlot() / SetSlot() functions" },
				fsFuel = { Notes = "Index of the fuel slot, when using the GetSlot() / SetSlot() functions" },
				fsOutput = { Notes = "Index of the output slot, when using the GetSlot() / SetSlot() functions" },
				ContentsWidth = { Notes = "Width (X) of the {{cItemGrid|cItemGrid}} representing the contents" },
				ContentsHeight = { Notes = "Height (Y) of the {{cItemGrid|cItemGrid}} representing the contents" },
			},
			Inherits = "cBlockEntityWithItems"
		},

		cGhastFireballEntity =
		{
			Desc = "",
			Functions = {},
			Constants = {},
			Inherits = "cProjectileEntity",
		} ,
		
		cGroup =
		{
			Desc = [[cGroup is a group {{cPlayer|cPlayer}}'s 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 = "" },
				HasCommand = { Return = "bool" },
				AddPermission = { Return = "" },
				InheritFrom = { Return = "" },
			},
			Constants =
			{
			},
		},

		cIniFile =
		{
			Desc = [[The cIniFile is a class that makes it simple to read from and write to INI files. MCServer uses mostly INI files for settings and options.
]],
			Functions =
			{
				constructor = { Return = "{{cIniFile|cIniFile}}" },
				CaseSensitive = { Return = "" },
				CaseInsensitive = { Return = "" },
				Path = { Return = "" },
				Path = { Return = "string" },
				SetPath = { Return = "" },
				ReadFile = { Return = "bool" },
				WriteFile = { Return = "bool" },
				Erase = { Return = "" },
				Clear = { Return = "" },
				Reset = { Return = "" },
				FindKey = { Notes = "long i" },
				FindValue = { Notes = "long i" },
				NumKeys = { Notes = "unsigned i" },
				GetNumKeys = { Notes = "unsigned i" },
				AddKeyName = { Notes = "unsigned int" },
				KeyName = { Notes = "Stri" },
				GetKeyName = { Notes = "Stri" },
				NumValues = { Notes = "unsigned int" },
				GetNumValues = { Notes = "unsigned int" },
				NumValues = { Notes = "unsigned int" },
				GetNumValues = { Notes = "unsigned int" },
				ValueName = { Notes = "Stri" },
				GetValueName = { Notes = "Stri" },
				ValueName = { Notes = "Stri" },
				GetValueName = { Notes = "Stri" },
				GetValue = { Notes = "Stri" },
				GetValue = { Notes = "Stri" },
				GetValueI = { Notes = "i" },
				GetValueB = { Notes = "bo" },
				GetValueF = { Notes = "doub" },
				GetValueSet = { Notes = "Stri" },
				GetValueSetI = { Notes = "i" },
				GetValueSetB = { Notes = "bo" },
				GetValueSetF = { Notes = "doub" },
				SetValue = { Return = "bool" },
				SetValue = { Return = "bool" },
				SetValueI = { Return = "bool" },
				SetValueB = { Return = "bool" },
				SetValueF = { Return = "bool" },
				DeleteValueByID = { Return = "bool" },
				DeleteValue = { Return = "bool" },
				DeleteKey = { Return = "bool" },
				NumHeaderComments = { Notes = "unsigned int" },
				HeaderComment = { Return = "" },
				HeaderComment = { Notes = "Stri" },
				DeleteHeaderComment = { Return = "bool" },
				DeleteHeaderComments = { Return = "" },
				NumKeyComments = { Notes = "unsigned i" },
				NumKeyComments = { Notes = "unsigned i" },
				KeyComment = { Return = "bool" },
				KeyComment = { Return = "bool" },
				KeyComment = { Notes = "Stri" },
				KeyComment = { Notes = "Stri" },
				DeleteKeyComment = { Return = "bool" },
				DeleteKeyComment = { Return = "bool" },
				DeleteKeyComments = { Return = "bool" },
				DeleteKeyComments = { Return = "bool" },
			},
			Constants =
			{
			},
		},

		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.
]],
			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" },
				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" },
			},
		},

		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.
			]],
			
			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" },
				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 and enchantments)" },
				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" },
				IsStackableWith = { Params = "cItem", Return = "bool", Notes = "Returns true if the item in the parameter is stackable with the one stored in the object. Two items with different enchantments cannot be stacked" },
			},
			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" },
			},
			AdditionalInfo =
			{
				{
					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>
]],
				},
			},
		},

		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>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>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" },
				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" },
				GetNextEmptySlot = { Params = "StartFrom", Return = "number", Notes = "Returns the SlotNumber of the first 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" },
				},
				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" },
				},
			},
			Constants =
			{
			},
		},

		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" },
			},
			Constants =
			{
			},
		},

		cLineBlockTracer =
		{
			Desc = [[Objects of this class provide an easy-to-use interface to tracing lines through individual
blocks in the world. It will call the provided callbacks according to what events it encounters along the
way.</p>
<p>
For the Lua API, there's only one function exported that takes all the parameters necessary to do the
tracing. The Callbacks parameter is a table containing all the functions that will be called upon the
various events. See below for further information.
			]],
			Functions =
			{
				Trace = { Params = "{{cWorld}}, Callbacks, StartX, StartY, StartZ, EndX, EndY, EndZ", Return = "bool", Notes = "(STATIC) Performs the trace on the specified line. Returns true if the entire trace was processed (no callback returned true)" },
			},
			
			AdditionalInfo =
			{
				{
					Header = "Callbacks",
					Contents = [[
The Callbacks in the Trace() function is a table that contains named functions. MCServer will call
individual functions from that table for the events that occur on the line - hitting a block, going out of
valid world data etc. The following table lists all the available callbacks. If the callback function is
not defined, MCServer skips it. Each function can return a bool value, if it returns true, the tracing is
aborted and Trace() returns false.</p>
<p>
<table><tr><th>Name</th><th>Parameters</th><th>Notes</th></tr>
<tr><td>OnNextBlock</td><td>BlockX, BlockY, BlockZ, BlockType, BlockMeta, EntryFace</td>
	<td>Called when the ray hits a new valid block. The block type and meta is given. EntryFace is one of the
	BLOCK_FACE_ constants indicating which "side" of the block got hit by the ray.</td></tr>
<tr><td>OnNextBlockNoData</td><td>BlockX, BlockY, BlockZ, EntryFace</td>
	<td>Called when the ray hits a new block, but the block is in an unloaded chunk - no valid data is
	available. Only the coords and the entry face are given.</td></tr>
<tr><td>OnOutOfWorld</td><td>X, Y, Z</td>
	<td>Called when the ray goes outside of the world (Y-wise); the coords specify the exact exit point. Note
	that for other paths than lines (considered for future implementations) the path may leave the world and
	go back in again later, in such a case this callback is followed by OnIntoWorld() and further
	OnNextBlock() calls.</td></tr>
<tr><td>OnIntoWorld</td><td>X, Y, Z</td>
	<td>Called when the ray enters the world (Y-wise); the coords specify the exact entry point.</td></tr>
<tr><td>OnNoMoreHits</td><td>&nbsp;</td>
	<td>Called when the path is sure not to hit any more blocks. This is the final callback, no more
	callbacks are called after this function. Unlike the other callbacks, this function doesn't have a return
	value.</td></tr>
<tr><td>OnNoChunk</td><td>&nbsp;</td>
	<td>Called when the ray enters a chunk that is not loaded. This usually means that the tracing is aborted.
	Unlike the other callbacks, this function doesn't have a return value.</td></tr>
</table>
					]],
				},
				{
					Header = "Example",
					Contents = [[
<p>The following example is taken from the Debuggers plugin. It is a command handler function for the
"/spidey" command that creates a line of cobweb blocks from the player's eyes up to 50 blocks away in
the direction they're looking, but only through the air.
<pre class="prettyprint lang-lua">
function HandleSpideyCmd(a_Split, a_Player)
	local World = a_Player:GetWorld();

	local Callbacks = {
		OnNextBlock = function(a_BlockX, a_BlockY, a_BlockZ, a_BlockType, a_BlockMeta)
			if (a_BlockType ~= E_BLOCK_AIR) then
				-- abort the trace
				return true;
			end
			World:SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_COBWEB, 0);
		end
	};
	
	local EyePos = a_Player:GetEyePosition();
	local LookVector = a_Player:GetLookVector();
	LookVector:Normalize();  -- Make the vector 1 m long
	
	-- Start cca 2 blocks away from the eyes
	local Start = EyePos + LookVector + LookVector;
	local End = EyePos + LookVector * 50;
	
	cLineBlockTracer.Trace(World, Callbacks, Start.x, Start.y, Start.z, End.x, End.y, End.z);
	
	return true;
end
</pre>
</p>
					]],
				},
			},  -- AdditionalInfo
		},  -- cLineBlockTracer
		
		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" },
			},
			Constants =
			{
			},
			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

		cMonster =
		{
			Desc = "",
			Functions = {},
			Constants = {},
			Inherits = "cPawn",
		},
		
		cPawn =
		{
			Desc = [[cPawn is a controllable pawn object, controlled by either AI or a player. cPawn inherits all functions and members of {{centity|centity}}
]],
			Functions =
			{
				TeleportToEntity = { Return = "" },
				TeleportTo = { Return = "" },
				Heal = { Return = "" },
				TakeDamage = { Return = "" },
				KilledBy = { Return = "" },
				GetHealth = { Return = "number" },
			},
			Constants =
			{
			},
			Inherits = "cEntity",
		},

		cPickup =
		{
			Desc = [[cPickup is a pickup object representation. It is also commonly known as "drops". With this class you could create your own "drop" or modify automatically created.
]],
			Functions =
			{
				cPickup = { Notes = "[[cPickup}}" },
				GetItem = { Notes = "{{cItem|cItem}}" },
				CollectedBy = { Return = "bool" },
			},
			Constants =
			{
			},
			Inherits = "cEntity",
		},

		cPlayer =
		{
			Desc = [[cPlayer describes a human player in the server. cPlayer inherits all functions and members of {{cPawn|cPawn}}
]],
			Functions =
			{
				GetEyeHeight = { Return = "number" },
				GetEyePosition = { Return = "{{Vector3d|EyePositionVector}}" },
				GetFlying = { Return = "bool" },
				GetStance = { Return = "number" },
				GetInventory = { Return = "{{cInventory|Inventory}}" },
				GetGameMode = { Return = "{{eGameMode|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."},
				GetIP = { Return = "string" },
				SetGameMode = { Return = "" },
				MoveTo = { Return = "" },
				GetClientHandle = { Return = "{{cClientHandle|ClientHandle}}" },
				SendMessage = { Return = "" },
				GetName = { Return = "String" },
				SetName = { Return = "" },
				AddToGroup = { Return = "" },
				CanUseCommand = { Return = "bool" },
				HasPermission = { Return = "bool" },
				IsInGroup = { Return = "bool" },
				GetColor = { Return = "string" },
				TossItem = { Return = "" },
				Heal = { Return = "" },
				TakeDamage = { Return = "" },
				KilledBy = { Return = "" },
				Respawn = { Return = "" },
				SetVisible = { Return = "" },
				IsVisible = { Return = "bool" },
				MoveToWorld = { Return = "bool" },
				LoadPermissionsFromDisk = { Return = "" },
				GetGroups = { Return = "list<{{cGroup|cGroup}}>" },
				GetResolvedPermissions = { Return = "string" },
			},
			Constants =
			{
			},
			Inherits = "cPawn",
		},

		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 = "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.)." },
				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}}" },
			},
			Constants =
			{
			},
		},

		cPluginLua =
		{
			Desc = "",
			Functions = {},
			Constants = {},
			Inherits = "cPlugin",
		},
		
		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 = "", 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." },
					{ Params = "Command, Permission, Callback, HelpString", Return = "", 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." },
				},
				BindConsoleCommand =
				{
					{ Params = "Command, Callback, HelpString", Return = "", 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." },
					{ Params = "Command, Callback, HelpString", Return = "", 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." },
				},
				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 = "bool", Notes = "Executes the command as if given by the specified Player. Checks permissions. Returns true if executed." },
				ExecuteConsoleCommand = { Params = "CommandStr", Return = "bool", Notes = "Executes the command as if given on the server console. Returns true if executed." },
				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 = "bool", 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 = "Returns the single instance of the plugin manager" },
				GetAllPlugins = { Params = "", Return = "table", Notes = "Returns a table (dictionary) of all plugins, [name => {{cPlugin}}] pairing." },
				GetCommandPermission = { Params = "Command", Return = "Permission", Notes = "Returns the permission needed for executing the specified command" },
				GetNumPlugins = { Params = "", Return = "number", Notes = "Returns the number of plugins, including the disabled ones" },
				GetPlugin = { Params = "PluginName", Return = "{{cPlugin|cPlugin}}", Notes = "Returns a plugin handle of the specified plugin" },
				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." },
				ReloadPlugins = { Params = "", Return = "", Notes = "Reloads all active plugins" },
			},
			Constants =
			{
				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_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)." },
			},
		},

		cProjectileEntity =
		{
			Desc = "",
			Functions = {},
			Constants = {},
			Inherits = "cEntity",
		},
		
		cRoot =
		{
			Desc = [[There is always only one cRoot object in MCServer. cRoot manages all the important objects such as {{cServer|cServer}}
]],
			Functions =
			{
				Get = { Params = "", Return = "Root object", Notes = "This function returns the cRoot object." },
				BroadcastChat = { Params = "Message", Return = "", Notes = "Broadcasts a message to every player in the server." },
				FindAndDoWithPlayer = { Params = "PlayerName, CallbackFunction", Return = "", Notes = "Calls the given callback function for the given player." },
				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." },
				GetFurnaceRecipe = { Params = "", Return = "{{cFurnaceRecipe|cFurnaceRecipe}}", Notes = "Returns the cFurnaceRecipes object." },
				GetGroupManager = { Params = "", Return = "{{cGroupManager|cGroupManager}}", Notes = "Returns the cGroupManager object." },
				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." },
				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 " .. '"stop" and "restart" commands have special handling.' },
				SaveAllChunks = { Params = "", Return = "", Notes = "Saves all the chunks in all the worlds." },
				SetPrimaryServerVersion = { Params = "Protocol Version", Return = "", Notes = "Sets the servers PrimaryServerVersion to the given protocol number." }
			},
			Constants =
			{
			},
		},

		cServer =
		{
			Desc = [[cServer is typically only used by plugins to broadcast a chat message(Now replaced by the {{cRoot|cRoot}} BroadcastChat function) to all players in the server. Natively however, cServer accepts connections from clients and adds those clients to the game.
]],
			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?" },
			},
			Constants =
			{
			},
		},

		cSignEntity =
		{
			Desc = [[
A sign entity represents a sign in the world.
Sign entities are saved and loaded from disk when the chunk they reside in is saved or loaded
]],
			Functions =
			{
			},
			Constants =
			{
			},
			
			Inherits = "cBlockEntity";
		},

		cStringMap =
		{
			Desc = [[cStringMap is an object that maps strings with strings, it's also known as a dictionary
]],
			Functions =
			{
			},
			Constants =
			{
			},
		},
		
		cThrownEggEntity =
		{
			Desc = "",
			Functions = {},
			Constants = {},
			Inherits = "cProjectileEntity",
		},
		
		cThrownEnderPearlEntity =
		{
			Desc = "",
			Functions = {},
			Constants = {},
			Inherits = "cProjectileEntity",
		},
		
		cThrownSnowballEntity =
		{
			Desc = "",
			Functions = {},
			Constants = {},
			Inherits = "cProjectileEntity",
		},
		
		cTracer =
		{
			Desc = [[A cTracer object is used to trace lines in the world. One thing you can use the cTracer for, is tracing what block a player is looking at, but you can do more with it if you want.
</p>
		<p>The cTracer is still a work in progress
]],
			Functions =
			{
			},
			Constants =
			{
			},
		},

		cWebAdmin =
		{
			Desc = "",
			Functions = {},
			Constants = {},
		},
		
		cWebPlugin =
		{
			Desc = "",
			Functions = {},
			Constants = {},
		},
		
		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 which the contents are to be queried.
]],
			Functions =
			{
				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 = "number", Return = "bool", Notes = "Returns true if the specified slot number is in the player hotbar" },
				IsSlotInPlayerInventory = { Params = "number", 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 = "number", Return = "bool", Notes = "Returns true if the specified slot number is in the player's main inventory" },
				SetSlot = { Params = "{{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 =
			{
				Inventory = { Notes = "" },
				Chest = { Notes = "0" },
				Workbench = { Notes = "1" },
				Furnace = { Notes = "2" },
				DropSpenser = { Notes = "3" },
				Enchantment = { Notes = "4" },
				Brewery = { Notes = "5" },
				NPCTrade = { Notes = "6" },
				Beacon = { Notes = "7" },
				Anvil = { Notes = "8" },
				Hopper = { Notes = "9" },
			},
		},

		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 =
			{
				BroadcastChat = { Params = "Message, [{{cClientHandle|ExcludeClient}}]", Return = "", Notes = "Sends the Message to all players in this world, except the optional ExceptClient" },
				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" },
				CreateProjectile = { Params = "X, Y, Z, {{cProjectile|ProjectileKind}}, {{cEntity|Creator}}, [{{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). 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." },
				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." },
				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." },
				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." },
				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." },
				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." },
				GetClassStatic = { Params = "", Return = "string", Notes = "Returns the name of the class, \"cWorld\"." },
				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." },
				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." },
				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 weather is rain." },
				IsWeatherStorm = { Params = "", Return = "bool", Notes = "Returns true if the current weather is a storm." },
				IsWeatherSunny = { Params = "", Return = "bool", Notes = "Returns true if the current weather is sunny." },
				IsWeatherWet = { Params = "", Return = "bool", Notes = "Returns true if the current weather has any precipitation (rain or storm)." },
				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." },
				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." },
				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." },
				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." },
				},
				SetNextBlockTick = { Params = "BlockX, BlockY, BlockZ", Return = "", Notes = "Sets the blockticking to start at the specified block in the next tick." },
				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." },
				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. " },
				SpawnPrimedTNT = { Params = "X, Y, Z, FuseTimeSecs, InitialVelocityCoeff", Return = "", Notes = "Spawns a {{cTNTEntity|primed TNT entity}} at the specified coords, with the given fuse time. 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." },
				UnloadUnusedChunks = { Params = "", Return = "", Notes = "Unloads chunks that are no longer needed, and are saved. NOTE: This API is deprecated and will be removed soon." },
				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)." },
			},
			Constants =
			{
			},
			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
		},

		TakeDamageInfo =
		{
			Desc = [[The TakeDamageInfo is a struct that contains the amount of damage, and the entity that caused the damage. It is used in the {{OnTakeDamage|OnTakeDamage}}() hook and in the {{cEntity|cEntity}}'s TakeDamage() function.
]],
			Functions =
			{
			},
			Constants =
			{
			},
		},

		Vector3d =
		{
			Desc = [[A Vector3d object uses double precision floating point values to describe a point in space. Vector3d is part of the {{vector3|vector3}} family.
]],
			Functions =
			{
				operator_plus = {Params = "{{Vector3d}}", Return = "{{Vector3d}}", Notes = "Returns the sum of this vector with the specified vector" },
			},
			Constants =
			{
			},
		},

		Vector3f =
		{
			Desc = [[A Vector3f object uses floating point values to describe a point in space. Vector3f is part of the {{vector3|vector3}} family.
]],
			Functions =
			{
			},
			Constants =
			{
			},
		},

		Vector3i =
		{
			Desc = [[A Vector3i object uses integer values to describe a point in space. Vector3i is part of the {{vector3|vector3}} family.
]],
			Functions =
			{
			},
			Constants =
			{
			},
		},
		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, Inverse", Return = "BlockX, BlockY, BlockZ", Notes = "Returns the coords of a block adjacent to the specified block through the specified face"},
				BlockStringToType = {Params = "BlockTypeString", Return = "BLOCKTYPE", Notes = "Returns the block type parsed from the given string"},
				ClickActionToString = {Params = "ClickAction", Return = "string", Notes = "Returns a string description of the ClickAction enumerated value"},
				DamageTypeToString = {Params = "{{TakeDamageInfo|eDamageType}}", Return = "string", Notes = "Converts a damage type 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 "},
				GetTime = {Return = "number", Notes = "Returns the current OS time, as a unix time stamp (number of seconds since Jan 1, 1970)"},
				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) "},
				LOGERROR = {Params = "string", Notes = "Logs a 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)"},
				LOGWARN = {Params = "string", Notes = "Logs a text into the server console using “warning” severity (red text); OBSOLETE"},
				LOGWARNING = {Params = "string", Notes = "Logs a text into the server console using “warning” severity (red text)"},
				NoCaseCompare = {Params = "string, string", Return = "number", Notes = "Case-insensitive string comparison; returns 0 if the strings are the same"},
				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"},
				StringSplit = {Params = "string, Seperator", Return = "list", Notes = "Seperates string into multiple by splitting every time Seperator is encountered."},
				StringToBiome = {Params = "string", Return = "EMCSBiome", Notes = "Converts a string representation to a biome enumerated value"},
				StringToDamageType = {Params = "string", Return = "{{TakeDamageInfo|eDamageType}}", Notes = "Converts a string representation to an {{TakeDamageInfo|eDamageType}} enumerated value "},
				StringToDimension = {Params = "string", Return = "eDimension", Notes = "Converts a string representation to an eDimension 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 = "number", Notes = "Converts a string representation to a mob 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 = "Trime whitespace at both ends of the string"},
				md5 = {Params = "string", Return = "string", Notes = "converts a string to an md5 hash"},
			},
			Constants =
			{
			},
		},
	},
	
	
	Hooks =
	{
		HOOK_BLOCK_TO_PICKUPS =
		{
			CalledWhen = "A block is about to be dug ({{cPlayer|player}}, {{cEntity|entity}} or natural reason), plugins may override what pickups that will produce.",
			DefaultFnName = "OnBlockToPickups",  -- also used as pagename
			Desc = [[
				This callback gets called whenever a block is about to be dug. This includes {{cPlayer|players}}
				digging blocks, entities causing blocks to disappear ({{cTNTEntity|TNT}}, Endermen) and natural
				causes (water washing away a block). Plugins may override the amount and kinds of pickups this
				action produces.
			]],
			Params =
			{
				{ Name = "World", Type = "{{cWorld}}", Notes = "The world in which the block resides" },
				{ Name = "Digger", Type = "{{cEntity}} descendant", Notes = "The entitycausing the digging. May be a {{cPlayer}}, {{cTNTEntity}} or even nil (natural causes)" },
				{ Name = "BlockX", Type = "number", Notes = "X-coord of the block" },
				{ Name = "BlockY", Type = "number", Notes = "Y-coord of the block" },
				{ Name = "BlockZ", Type = "number", Notes = "Z-coord of the block" },
				{ Name = "BlockType", Type = "BLOCKTYPE", Notes = "Block type of the block" },
				{ Name = "BlockMeta", Type = "NIBBLETYPE", Notes = "Block meta of the block" },
				{ Name = "Pickups", Type = "{{cItems}}", Notes = "Items that will be spawned as pickups" },
			},
			Returns = [[
				If the function returns false or no value, the next callback in the hook chain will be called. If
				the function returns true, no other callbacks in the chain will be called.</p>
				<p>
				Either way, the server will then spawn pickups specified in the Pickups parameter, so to disable
				pickups, you need to Clear the object first, then return true.
			]],
			CodeExamples =
			{
				{
					Title = "Modify pickups",
					Desc = "This example callback function makes tall grass drop diamonds when digged by natural causes (washed away by water).",
					Code = [[
function OnBlockToPickups(a_World, a_Digger, a_BlockX, a_BlockY, a_BlockZ, a_BlockType, a_BlockMeta, a_Pickups)
	if (a_Digger ~= nil) then
		-- Not a natural cause
		return false;
	end
	if (a_BlockType ~= E_BLOCK_TALL_GRASS) then
		-- Not a tall grass being washed away
		return false;
	end
	
	-- Remove all pickups suggested by MCServer:
	a_Pickups:Clear();
	
	-- Drop a diamond:
	a_Pickups:Add(cItem(E_ITEM_DIAMOND));
	return true;
end;
					]],
				},
			} ,  -- CodeExamples
		},  -- HOOK_BLOCK_TO_PICKUPS

		HOOK_CHAT =
		{
			CalledWhen = "Player sends a chat message",
			DefaultFnName = "OnChat",  -- also used as pagename
			Desc = [[
				A plugin may implement an OnChat() function and register it as a Hook to process chat messages from
				the players. The function is then called for every in-game message sent from any player. Note that
				commands are handled separately using a command framework API.
			]],
			Params = {
				{ Name = "Player", Type = "{{cPlayer}}", Notes = "The player who sent the message" },
				{ Name = "Message", Type = "string", Notes = "The message" },
			},
			Returns = [[
				The plugin may return 2 values. The first is a boolean specifying whether the hook handling is to be
				stopped or not. If it is false, the message is broadcast to all players in the world. If it is true,
				no message is broadcast and no further action is taken.</p>
				<p>
				The second value is specifies the message to broadcast. This way, plugins may modify the message. If
				the second value is not provided, the original message is used.
			]],
		},  -- HOOK_CHAT

		HOOK_CHUNK_AVAILABLE =
		{
			CalledWhen = "A chunk has just been added to world, either generated or loaded. ",
			DefaultFnName = "OnChunkAvailable",  -- also used as pagename
			Desc = [[
				This hook is called after a chunk is either generated or loaded from the disk. The chunk is
				already available for manipulation using the {{cWorld}} API. This is a notification-only callback,
				there is no behavior that plugins could override.
			]],
			Params =
			{
				{ Name = "World", Type = "{{cWorld}}", Notes = "The world to which the chunk belongs" },
				{ Name = "ChunkX", Type = "number", Notes = "X-coord of the chunk" },
				{ Name = "ChunkZ", Type = "number", Notes = "Z-coord of the chunk" },
			},
			Returns = [[
				If the function returns false or no value, the next plugin's callback is called. If the function
				returns true, no other callback is called for this event.
			]],
		},  -- HOOK_CHUNK_AVAILABLE

		HOOK_CHUNK_GENERATED =
		{
			CalledWhen = "After a chunk was generated. Notification only.",
			DefaultFnName = "OnChunkGenerated",  -- also used as pagename
			Desc = [[
				This hook is called when world generator finished its work on a chunk. The chunk data has already
				been generated and is about to be stored in the {{cWorld|world}}. A plugin may provide some
				last-minute finishing touches to the generated data. Note that the chunk is not yet stored in the
				world, so regular {{cWorld}} block API will not work! Instead, use the {{cChunkDesc}} object
				received as the parameter.</p>
				<p>
				See also the {{OnChunkGenerating|HOOK_CHUNK_GENERATING}} hook.
			]],
			Params =
			{
				{ Name = "World", Type = "{{cWorld}}", Notes = "The world to which the chunk will be added" },
				{ Name = "ChunkX", Type = "number", Notes = "X-coord of the chunk" },
				{ Name = "ChunkZ", Type = "number", Notes = "Z-coord of the chunk" },
				{ Name = "ChunkDesc", Type = "{{cChunkDesc}}", Notes = "Generated chunk data. Plugins may still modify the chunk data contained." },
			},
			Returns = [[
				If the plugin returns false or no value, MCServer will call other plugins' callbacks for this event.
				If a plugin returns true, no other callback is called for this event.</p>
				<p>
				In either case, MCServer will then store the data from ChunkDesc as the chunk's contents in the world.
			]],
			CodeExamples =
			{
				{
					Title = "Generate emerald ore",
					Desc = "This example callback function generates one block of emerald ore in each chunk, under the condition that the randomly chosen location is in an ExtremeHills biome.",
					Code = [[
function OnChunkGenerated(a_World, a_ChunkX, a_ChunkZ, a_ChunkDesc)
	-- Generate a psaudorandom value that is always the same for the same X/Z pair, but is otherwise random enough:
	-- This is actually similar to how MCServer does its noise functions
	local PseudoRandom = (a_ChunkX * 57 + a_ChunkZ) * 57 + 19785486
	PseudoRandom = PseudoRandom * 8192 + PseudoRandom;
	PseudoRandom = ((PseudoRandom * (PseudoRandom * PseudoRandom * 15731 + 789221) + 1376312589) % 0x7fffffff;
	PseudoRandom = PseudoRandom / 7;
	
	-- Based on the PseudoRandom value, choose a location for the ore:
	local OreX = PseudoRandom % 16;
	local OreY = 2 + ((PseudoRandom / 16) % 20);
	local OreZ = (PseudoRandom / 320) % 16;
	
	-- Check if the location is in ExtremeHills:
	if (a_ChunkDesc:GetBiome(OreX, OreZ) ~= biExtremeHills) then
		return false;
	end
	
	-- Only replace allowed blocks with the ore:
	local CurrBlock = a_ChunDesc:GetBlockType(OreX, OreY, OreZ);
	if (
		(CurrBlock == E_BLOCK_STONE) or
		(CurrBlock == E_BLOCK_DIRT) or
		(CurrBlock == E_BLOCK_GRAVEL)
	) then
		a_ChunkDesc:SetBlockTypeMeta(OreX, OreY, OreZ, E_BLOCK_EMERALD_ORE, 0);
	end
end;
					]],
				},
			} ,  -- CodeExamples
		},  -- HOOK_CHUNK_GENERATED

		HOOK_CHUNK_GENERATING =
		{
			CalledWhen = "A chunk is about to be generated. Plugin can override the built-in generator.",
			DefaultFnName = "OnChunkGenerating",  -- also used as pagename
			Desc = [[
				This hook is called before the world generator starts generating a chunk. The plugin may provide
				some or all parts of the generation, by-passing the built-in generator. The function is given access
				to the {{cChunkDesc|ChunkDesc}} object representing the contents of the chunk. It may override parts
				of the built-in generator by using the object's <i>SetUseDefaultXXX(false)</i> functions. After all
				the callbacks for a chunk have been processed, the server will generate the chunk based on the
				{{cChunkDesc|ChunkDesc}} description - those parts that are set for generating (by default
				everything) are generated, the rest are read from the ChunkDesc object.</p>
				<p>
				See also the {{OnChunkGenerated|HOOK_CHUNK_GENERATED}} hook.
			]],
			Params =
			{
				{ Name = "World", Type = "{{cWorld}}", Notes = "The world to which the chunk will be added" },
				{ Name = "ChunkX", Type = "number", Notes = "X-coord of the chunk" },
				{ Name = "ChunkZ", Type = "number", Notes = "Z-coord of the chunk" },
				{ Name = "ChunkDesc", Type = "{{cChunkDesc}}", Notes = "Generated chunk data." },
			},
			Returns = [[
				If this function returns true, the server will not call any other plugin with the same chunk. If
				this function returns false, the server will call the rest of the plugins with the same chunk,
				possibly overwriting the ChunkDesc's contents.
			]],
		},  -- HOOK_CHUNK_GENERATING

		HOOK_CHUNK_UNLOADED =
		{
			CalledWhen = "A chunk has been unloaded from the memory.",
			DefaultFnName = "OnChunkUnloaded",  -- also used as pagename
			Desc = [[
				This hook is called when a chunk is unloaded from the memory. Though technically still in memory,
				the plugin should behave as if the chunk was already not present. In particular, {{cWorld}} block
				API should not be used in the area of the specified chunk.
			]],
			Params =
			{
				{ Name = "World", Type = "{{cWorld}}", Notes = "The world from which the chunk is unloading" },
				{ Name = "ChunkX", Type = "number", Notes = "X-coord of the chunk" },
				{ Name = "ChunkZ", Type = "number", Notes = "Z-coord of the chunk" },
			},
			Returns = [[
				If the function returns false or no value, the next plugin's callback is called. If the function
				returns true, no other callback is called for this event. There is no behavior that plugins could
				override.
			]],
		},  -- HOOK_CHUNK_UNLOADED

		HOOK_CHUNK_UNLOADING =
		{
			CalledWhen = " 	A chunk is about to be unloaded from the memory. Plugins may refuse the unload.",
			DefaultFnName = "OnChunkUnloading",  -- also used as pagename
			Desc = [[
				MCServer calls this function when a chunk is about to be unloaded from the memory. A plugin may
				force MCServer to keep the chunk in memory by returning true.</p>
				<p>
				FIXME: The return value should be used only for event propagation stopping, not for the actual
				decision whether to unload.
			]],
			Params =
			{
				{ Name = "World", Type = "{{cWorld}}", Notes = "The world from which the chunk is unloading" },
				{ Name = "ChunkX", Type = "number", Notes = "X-coord of the chunk" },
				{ Name = "ChunkZ", Type = "number", Notes = "Z-coord of the chunk" },
			},
			Returns = [[
				If the function returns false or no value, the next plugin's callback is called and finally MCServer
				unloads the chunk. If the function returns true, no other callback is called for this event and the
				chunk is left in the memory.
			]],
		},  -- HOOK_CHUNK_UNLOADING

		HOOK_COLLECTING_PICKUP =
		{
			CalledWhen = "Player is about to collect a pickup. Plugin can refuse / override behavior. ",
			DefaultFnName = "OnCollectingPickup",  -- also used as pagename
			Desc = [[
				This hook is called when a player is about to collect a pickup. Plugins may refuse the action.</p>
				<p>
				Pickup collection happens within the world tick, so if the collecting is refused, it will be tried
				again in the next world tick, as long as the player is within reach of the pickup.</p>
				<p>
				FIXME: There is no OnCollectedPickup() callback.</p>
				<p>
				FIXME: This callback is called even if the pickup doesn't fit into the player's inventory.</p>
			]],
			Params =
			{
				{ Name = "Player", Type = "{{cPlayer}}", Notes = "The player who's collecting the pickup" },
				{ Name = "Pickup", Type = "{{cPickup}}", Notes = "The pickup being collected" },
			},
			Returns = [[
				If the function returns false or no value, MCServer calls other plugins' callbacks and finally the
				pickup is collected. If the function returns true, no other plugins are called for this event and
				the pickup is not collected.
			]],
		},  -- HOOK_COLLECTING_PICKUP

		HOOK_CRAFTING_NO_RECIPE =
		{
			CalledWhen = " 	No built-in crafting recipe is found. Plugin may provide a recipe.",
			DefaultFnName = "OnCraftingNoRecipe",  -- also used as pagename
			Desc = [[
				This callback is called when a player places items in their {{cCraftingGrid|crafting grid}} and
				MCServer cannot find a built-in {{cCraftingRecipe|recipe}} for the combination. Plugins may provide
				a recipe for the ingredients given.
			]],
			Params =
			{
				{ Name = "Player", Type = "{{cPlayer}}", Notes = "The player whose crafting is reported in this hook" },
				{ Name = "Grid", Type = "{{cCraftingGrid}}", Notes = "Contents of the player's crafting grid" },
				{ Name = "Recipe", Type = "{{cCraftingRecipe}}", Notes = "The recipe that will be used (can be filled by plugins)" },
			},
			Returns = [[
				If the function returns false or no value, no recipe will be used. If the function returns true, no
				other plugin will have their callback called for this event and MCServer will use the crafting
				recipe in Recipe.</p>
				<p>
				FIXME: To allow plugins give suggestions and overwrite other plugins' suggestions, we should change
				the behavior with returning false, so that the recipe will still be used, but fill the recipe with
				empty values by default.
			]],
		},  -- HOOK_CRAFTING_NO_RECIPE

		HOOK_DISCONNECT =
		{
			CalledWhen = "A player has explicitly disconnected.",
			DefaultFnName = "OnDisconnect",  -- also used as pagename
			Desc = [[
				This hook is called when a client sends the disconnect packet and is about to be disconnected from
				the server.</p>
				<p>
				Note that this callback is not called if the client drops the connection or is kicked by the
				server.</p>
				<p>
				FIXME: There is no callback for "client destroying" that would be called in all circumstances.</p>
			]],
			Params =
			{
				{ Name = "Player", Type = "{{cPlayer}}", Notes = "The player who has disconnected" },
				{ Name = "Reason", Type = "string", Notes = "The reason that the client has sent in the disconnect packet" },
			},
			Returns = [[
				If the function returns false or no value, MCServer calls other plugins' callbacks for this event
				and finally broadcasts a disconnect message to the player's world. If the function returns true, no
				other plugins are called for this event and the disconnect message is not broadcast. In either case,
				the player is disconnected.
			]],
		},  -- HOOK_DISCONNECT

		HOOK_EXECUTE_COMMAND =
		{
			CalledWhen = "A player executes an in-game command, or the admin issues a console command. Note that built-in console commands are exempt to this hook - they are always performed and the hook is not called.",
			DefaultFnName = "OnExecuteCommand",  -- also used as pagename
			Desc = [[
				A plugin may implement a callback for this hook to intercept both in-game commands executed by the
				players and console commands executed by the server admin. The function is called for every in-game
				command sent from any player and for those server console commands that are not built in in the
				server.</p>
				<p>
				If the command is in-game, the first parameter to the hook function is the {{cPlayer|player}} who's
				executing the command. If the command comes from the server console, the first parameter is nil.
			]],
			Params =
			{
				{ Name = "Player", Type = "{{cPlayer}}", Notes = "For in-game commands, the player who has sent the message. For console commands, nil" },
				{ Name = "Command", Type = "table of strings", Notes = "The command and its parameters, broken into a table by spaces" },
			},
			Returns = [[
				If the plugin returns true, the command will be blocked and none of the remaining hook handlers will
				be called. If the plugin returns false, MCServer calls all the remaining hook handlers and finally
				the command will be executed.
			]],
		},  -- HOOK_EXECUTE_COMMAND

		HOOK_EXPLODED =
		{
			CalledWhen = "An explosion has happened",
			DefaultFnName = "OnExploded",  -- also used as pagename
			Desc = [[
				This hook is called after an explosion has been processed in a world.</p>
				<p>
				See also {{OnHookExploding|HOOK_EXPLODING}} for a similar hook called before the explosion.</p>
				<p>
				The explosion carries with it the type of its source - whether it's a creeper exploding, or TNT,
				etc. It also carries the identification of the actual source. The exact type of the identification
				depends on the source kind:
				<table>
				<tr><th>Source</th><th>SourceData Type</th><th>Notes</th></tr>
				<tr><td>esPrimedTNT</td><td>{{cTNTEntity}}</td><td>An exploding primed TNT entity</td></tr>
				<tr><td>esCreeper</td><td>{{cCreeper}}</td><td>An exploding creeper or charged creeper</td></tr>
				<tr><td>esBed</td><td>{{Vector3i}}</td><td>A bed exploding in the Nether or in the End. The bed coords are given.</td></tr>
				<tr><td>esEnderCrystal</td><td>{{Vector3i}}</td><td>An ender crystal exploding upon hit. The block coords are given.</td></tr>
				<tr><td>esGhastFireball</td><td>{{cGhastFireballEntity}}</td><td>A ghast fireball hitting ground or an {{cEntity|entity}}.</td></tr>
				<tr><td>esWitherSkullBlack</td><td><i>TBD</i></td><td>A black wither skull hitting ground or an {{cEntity|entity}}.</td></tr>
				<tr><td>esWitherSkullBlue</td><td><i>TBD</i></td><td>A blue wither skull hitting ground or an {{cEntity|entity}}.</td></tr>
				<tr><td>esWitherBirth</td><td><i>TBD</i></td><td>A wither boss being created</td></tr>
				<tr><td>esOther</td><td><i>TBD</i></td><td>Any other previously unspecified type.</td></tr>
				<tr><td>esPlugin</td><td>object</td><td>An explosion created by a plugin. The plugin may specify any kind of data.</td></tr>
				</table></p>
			]],
			Params =
			{
				{ Name = "World", Type = "{{cWorld}}", Notes = "The world where the explosion happened" },
				{ Name = "ExplosionSize", Type = "number", Notes = "The relative explosion size" },
				{ Name = "CanCauseFire", Type = "bool", Notes = "True if the explosion has turned random air blocks to fire (such as a ghast fireball)" },
				{ Name = "X", Type = "number", Notes = "X-coord of the explosion center" },
				{ Name = "Y", Type = "number", Notes = "Y-coord of the explosion center" },
				{ Name = "Z", Type = "number", Notes = "Z-coord of the explosion center" },
				{ Name = "Source", Type = "eExplosionSource", Notes = "Source of the explosion. See the table above." },
				{ Name = "SourceData", Type = "varies", Notes = "Additional data for the source. The exact type varies by the source. See the table above." },
			},
			Returns = [[
				If the function returns false or no value, the next plugin's callback is called. If the function
				returns true, no other callback is called for this event. There is no overridable behaviour.
			]],
		},  -- HOOK_EXPLODED

		HOOK_EXPLODING =
		{
			CalledWhen = "An explosion is about to be processed",
			DefaultFnName = "OnExploding",  -- also used as pagename
			Desc = [[
				This hook is called before an explosion has been processed in a world.</p>
				<p>
				See also {{OnHookExploded|HOOK_EXPLODED}} for a similar hook called after the explosion.</p>
				<p>
				The explosion carries with it the type of its source - whether it's a creeper exploding, or TNT,
				etc. It also carries the identification of the actual source. The exact type of the identification
				depends on the source kind:
				<table>
				<tr><th>Source</th><th>SourceData Type</th><th>Notes</th></tr>
				<tr><td>esPrimedTNT</td><td>{{cTNTEntity}}</td><td>An exploding primed TNT entity</td></tr>
				<tr><td>esCreeper</td><td>{{cCreeper}}</td><td>An exploding creeper or charged creeper</td></tr>
				<tr><td>esBed</td><td>{{Vector3i}}</td><td>A bed exploding in the Nether or in the End. The bed coords are given.</td></tr>
				<tr><td>esEnderCrystal</td><td>{{Vector3i}}</td><td>An ender crystal exploding upon hit. The block coords are given.</td></tr>
				<tr><td>esGhastFireball</td><td>{{cGhastFireballEntity}}</td><td>A ghast fireball hitting ground or an {{cEntity|entity}}.</td></tr>
				<tr><td>esWitherSkullBlack</td><td><i>TBD</i></td><td>A black wither skull hitting ground or an {{cEntity|entity}}.</td></tr>
				<tr><td>esWitherSkullBlue</td><td><i>TBD</i></td><td>A blue wither skull hitting ground or an {{cEntity|entity}}.</td></tr>
				<tr><td>esWitherBirth</td><td><i>TBD</i></td><td>A wither boss being created</td></tr>
				<tr><td>esOther</td><td><i>TBD</i></td><td>Any other previously unspecified type.</td></tr>
				<tr><td>esPlugin</td><td>object</td><td>An explosion created by a plugin. The plugin may specify any kind of data.</td></tr>
				</table></p>
			]],
			Params =
			{
				{ Name = "World", Type = "{{cWorld}}", Notes = "The world where the explosion happens" },
				{ Name = "ExplosionSize", Type = "number", Notes = "The relative explosion size" },
				{ Name = "CanCauseFire", Type = "bool", Notes = "True if the explosion will turn random air blocks to fire (such as a ghast fireball)" },
				{ Name = "X", Type = "number", Notes = "X-coord of the explosion center" },
				{ Name = "Y", Type = "number", Notes = "Y-coord of the explosion center" },
				{ Name = "Z", Type = "number", Notes = "Z-coord of the explosion center" },
				{ Name = "Source", Type = "eExplosionSource", Notes = "Source of the explosion. See the table above." },
				{ Name = "SourceData", Type = "varies", Notes = "Additional data for the source. The exact type varies by the source. See the table above." },
			},
			Returns = [[
				If the function returns false or no value, the next plugin's callback is called, and finally
				MCServer will process the explosion - destroy blocks and push + hurt entities. If the function
				returns true, no other callback is called for this event and the explosion will not occur.
			]],
		},  -- HOOK_EXPLODING

		HOOK_HANDSHAKE =
		{
			CalledWhen = "A client is connecting.",
			DefaultFnName = "OnHandshake",  -- also used as pagename
			Desc = [[
				This hook is called when a client sends the Handshake packet. At this stage, only the client IP and
				(unverified) username are known. Plugins may refuse access to the server based on this
				information.</p>
				<p>
				Note that the username is not authenticated - the authentication takes place only after this hook is
				processed.
			]],
			Params =
			{
				{ Name = "Client", Type = "{{cClientHandle}}", Notes = "The client handle representing the connection. Note that there's no {{cPlayer}} object for this client yet." },
				{ Name = "UserName", Type = "string", Notes = "The username presented in the packet. Note that this username is unverified." },
			},
			Returns = [[
				If the function returns false, the user is let in to the server. If the function returns true, no
				other plugin's callback is called, the user is kicked and the connection is closed.
			]],
		},  -- HOOK_HANDSHAKE

		HOOK_HOPPER_PULLING_ITEM =
		{
			CalledWhen = "A hopper is pulling an item from another block entity.",
			DefaultFnName = "OnHopperPullingItem",  -- also used as pagename
			Desc = [[
				This callback is called whenever a {{cHopperEntity|hopper}} transfers an {{cItem|item}} from another
				block entity into its own internal storage. A plugin may decide to disallow the move by returning
				true. Note that in such a case, the hook may be called again for the same hopper, with different
				slot numbers.
			]],
			Params =
			{
				{ Name = "World", Type = "{{cWorld}}", Notes = "World where the hopper resides" },
				{ Name = "Hopper", Type = "{{cHopperEntity}}", Notes = "The hopper that is pulling the item" },
				{ Name = "DstSlot", Type = "number", Notes = "The destination slot in the hopper's {{cItemGrid|internal storage}}" },
				{ Name = "SrcBlockEntity", Type = "{{cBlockEntityWithItems}}", Notes = "The block entity that is losing the item" },
				{ Name = "SrcSlot", Type = "number", Notes = "Slot in SrcBlockEntity from which the item will be pulled" },
			},
			Returns = [[
				If the function returns false or no value, the next plugin's callback is called. If the function
				returns true, no other callback is called for this event and the hopper will not pull the item.
			]],
		},  -- HOOK_HOPPER_PULLING_ITEM

		HOOK_HOPPER_PUSHING_ITEM =
		{
			CalledWhen = "A hopper is pushing an item into another block entity. ",
			DefaultFnName = "OnHopperPushingItem",  -- also used as pagename
			Desc = [[
				This hook is called whenever a {{cHopperEntity|hopper}} transfers an {{cItem|item}} from its own
				internal storage into another block entity. A plugin may decide to disallow the move by returning
				true. Note that in such a case, the hook may be called again for the same hopper and block, with
				different slot numbers.
			]],
			Params =
			{
				{ Name = "World", Type = "{{cWorld}}", Notes = "World where the hopper resides" },
				{ Name = "Hopper", Type = "{{cHopperEntity}}", Notes = "The hopper that is pushing the item" },
				{ Name = "SrcSlot", Type = "number", Notes = "Slot in the hopper that will lose the item" },
				{ Name = "DstBlockEntity", Type = "{{cBlockEntityWithItems}}", Notes = " 	The block entity that will receive the item" },
				{ Name = "DstSlot", Type = "number", Notes = "	Slot in DstBlockEntity's internal storage where the item will be stored" },
			},
			Returns = [[
				If the function returns false or no value, the next plugin's callback is called. If the function
				returns true, no other callback is called for this event and the hopper will not push the item.
			]],
		},  -- HOOK_HOPPER_PUSHING_ITEM

		HOOK_KILLING =
		{
			CalledWhen = "A player or a mob is dying.",
			DefaultFnName = "OnKilling",  -- also used as pagename
			Desc = [[
				This hook is called whenever a {{cPawn|pawn}}'s (a player's or a mob's) health reaches zero. This
				means that the pawn is about to be killed, unless a plugin "revives" them by setting their health
				back to a positive value.</p>
				<p>
				FIXME: There is no HOOK_KILLED notification hook yet; this is deliberate because HOOK_KILLED has
				been recently renamed to HOOK_KILLING, and plugins need to be updated. Once updated, the HOOK_KILLED
				notification will be implemented.
			]],
			Params =
			{
				{ Name = "Victim", Type = "{{cPawn}}", Notes = "The player or mob that is about to be killed" },
				{ Name = "Killer", Type = "{{cEntity}}", Notes = "The entity that has caused the victim to lose the last point of health. May be nil for environment damage" },
			},
			Returns = [[
				If the function returns false or no value, MCServer calls other plugins with this event. If the
				function returns true, no other plugin is called for this event.</p>
				<p>
				In either case, the victim's health is then re-checked and if it is greater than zero, the victim is
				"revived" with that health amount. If the health is less or equal to zero, the victim is killed.
			]],
		},  -- HOOK_KILLING

		HOOK_LOGIN =
		{
			CalledWhen = "Right after player authentication. If auth is disabled, right after the player sends their name.",
			DefaultFnName = "OnLogin",  -- also used as pagename
			Desc = [[
				This hook is called whenever a client logs in. It is called right before the client's name is sent
				to be authenticated. Plugins may refuse the client from accessing the server. Note that when this
				callback is called, the {{cPlayer}} object for this client doesn't exist yet - the client has no
				representation in any world. To process new players when their world is known, use a later callback,
				such as {{OnPlayerJoined|HOOK_PLAYER_JOINED}} or {{OnPlayerSpawned|HOOK_PLAYER_SPAWNED}}.
			]],
			Params =
			{
				{ Name = "Client", Type = "{{cClientHandle}}", Notes = "The client handle representing the connection" },
				{ Name = "ProtocolVersion", Type = "number", Notes = "Versio of the protocol that the client is talking" },
				{ Name = "UserName", Type = "string", Notes = "The name that the client has presented for authentication. This name will be given to the {{cPlayer}} object when it is created for this client." },
			},
			Returns = [[
				If the function returns true, no other plugins are called for this event and the client is kicked.
				If the function returns false or no value, MCServer calls other plugins' callbacks and finally
				sends an authentication request for the client's username to the auth server. If the auth server
				is disabled in the server settings, the player object is immediately created.
			]],
		},  -- HOOK_LOGIN

		HOOK_PLAYER_ANIMATION =
		{
			CalledWhen = "A client has sent an Animation packet (0x12)",
			DefaultFnName = "OnPlayerAnimation",  -- also used as pagename
			Desc = [[
				This hook is called when the server receives an Animation packet (0x12) from the client.</p>
				<p>
				For the list of animations that are sent by the client, see the
				<a href="http://wiki.vg/Protocol#0x12">Protocol wiki</a>.
			]],
			Params =
			{
				{ Name = "Player", Type = "{{cPlayer}}", Notes = "The player from whom the packet was received" },
				{ Name = "Animation", Type = "number", Notes = "The kind of animation" },
			},
			Returns = [[
				If the function returns false or no value, the next plugin's callback is called. Afterwards, the
				server broadcasts the animation packet to all nearby clients. If the function returns true, no other
				callback is called for this event and the packet is not broadcasted.
			]],
		},  -- HOOK_PLAYER_ANIMATION

		HOOK_PLAYER_BREAKING_BLOCK =
		{
			CalledWhen = "Just before a player breaks a block. Plugin may override / refuse. ",
			DefaultFnName = "OnPlayerBreakingBlock",  -- also used as pagename
			Desc = [[
				This hook is called when a {{cPlayer|player}} breaks a block, before the block is actually broken in
				the {{cWorld|World}}. Plugins may refuse the breaking.</p>
				<p>
				See also the {{OnPlayerBrokenBlock|HOOK_PLAYER_BROKEN_BLOCK}} hook for a similar hook called after
				the block is broken.
			]],
			Params =
			{
				{ Name = "Player", Type = "{{cPlayer}}", Notes = "The player who is digging the block" },
				{ Name = "BlockX", Type = "number", Notes = "X-coord of the block" },
				{ Name = "BlockY", Type = "number", Notes = "Y-coord of the block" },
				{ Name = "BlockZ", Type = "number", Notes = "Z-coord of the block" },
				{ Name = "BlockFace", Type = "number", Notes = "Face of the block upon which the player is acting. One of the BLOCK_FACE_ constants" },
				{ Name = "BlockType", Type = "BLOCKTYPE", Notes = "The block type of the block being broken" },
				{ Name = "BlockMeta", Type = "NIBBLETYPE", Notes = "The block meta of the block being broken " },
			},
			Returns = [[
				If the function returns false or no value, other plugins' callbacks are called, and then the block
				is broken. If the function returns true, no other plugin's callback is called and the block breaking
				is cancelled. The server re-sends the block back to the player to replace it (the player's client
				already thinks the block was broken).
			]],
		},  -- HOOK_PLAYER_BREAKING_BLOCK

		HOOK_PLAYER_BROKEN_BLOCK =
		{
			CalledWhen = "After a player has broken a block. Notification only.",
			DefaultFnName = "OnPlayerBrokenBlock",  -- also used as pagename
			Desc = [[
				This function is called after a {{cPlayer|player}} breaks a block. The block is already removed
				from the {{cWorld|world}} and {{cPickup|pickups}} have been spawned. To get the world in which the
				block has been dug, use the {{cPlayer}}:GetWorld() function.</p>
				<p>
				See also the {{OnPlayerBreakingBlock|HOOK_PLAYER_BREAKING_BLOCK}} hook for a similar hook called
				before the block is broken. To intercept the creation of pickups, see the
				{{OnBlockToPickups|HOOK_BLOCK_TO_PICKUPS}} hook.
			]],
			Params =
			{
				{ Name = "Player", Type = "{{cPlayer}}", Notes = "The player who broke the block" },
				{ Name = "BlockX", Type = "number", Notes = "X-coord of the block" },
				{ Name = "BlockY", Type = "number", Notes = "Y-coord of the block" },
				{ Name = "BlockZ", Type = "number", Notes = "Z-coord of the block" },
				{ Name = "BlockFace", Type = "number", Notes = "Face of the block upon which the player interacted. One of the BLOCK_FACE_ constants" },
				{ Name = "BlockType", Type = "BLOCKTYPE", Notes = "The block type of the block" },
				{ Name = "BlockMeta", Type = "NIBBLETYPE", Notes = "The block meta of the block" },
			},
			Returns = [[
				If the function returns false or no value, the next plugin's callback is called. If the function
				returns true, no other callback is called for this event.
			]],
		},  -- HOOK_PLAYER_BROKEN_BLOCK

		HOOK_PLAYER_EATING =
		{
			CalledWhen = "When the player starts eating",
			DefaultFnName = "OnPlayerEating",  -- also used as pagename
			Desc = [[
				This hook gets called when the {{cPlayer|player}} starts eating, after the server checks that the
				player can indeed eat (is not satiated and is holding food). Plugins may still refuse the eating by
				returning true.
			]],
			Params =
			{
				{ Name = "Player", Type = "{{cPlayer}}", Notes = "The player who started eating" },
			},
			Returns = [[
				If the function returns false or no value, the server calls the next plugin handler, and finally
				lets the player eat. If the function returns true, the server doesn't call any more callbacks for
				this event and aborts the eating. A "disallow" packet is sent to the client.
			]],
		},  -- HOOK_PLAYER_EATING

		HOOK_PLAYER_JOINED =
		{
			CalledWhen = "After Login and before Spawned, before being added to world. ",
			DefaultFnName = "OnPlayerJoined",  -- also used as pagename
			Desc = [[
				This hook is called whenever a {{cPlayer|player}} has completely logged in. If authentication is
				enabled, this function is called after their name has been authenticated. It is called after
				{{OnLogin|HOOK_LOGIN}} and before {{OnPlayerSpawned|HOOK_PLAYER_SPAWNED}}, right after the player's
				entity is created, but not added to the world yet. The player is not yet visible to other players.
				This is a notification-only event, plugins wishing to refuse player's entry should kick the player
				using the {{cPlayer}}:Kick() function.
			]],
			Params =
			{
				{ Name = "Player", Type = "{{cPlayer}}", Notes = "The player who has joined the game" },
			},
			Returns = [[
				If the function returns false or no value, other plugins' callbacks are called. If the function
				returns true, no other callbacks are called for this event. Either way the player is let in.
			]],
		},  -- HOOK_PLAYER_JOINED

		HOOK_PLAYER_LEFT_CLICK =
		{
			CalledWhen = "A left-click packet is received from the client. Plugin may override / refuse.",
			DefaultFnName = "OnPlayerLeftClick",  -- also used as pagename
			Desc = [[
				This hook is called when MCServer receives a left-click packet from the {{cClientHandle|client}}. It
				is called before any processing whatsoever is performed on the packet, meaning that hacked /
				malicious clients may be trigerring this event very often and with unchecked parameters. Therefore
				plugin authors are advised to use extreme caution with this callback.</p>
				<p>
				Plugins may refuse the default processing for the packet, causing MCServer to behave as if the
				packet has never arrived. This may, however, create inconsistencies in the client - the client may
				think that they broke a block, while the server didn't process the breaking, etc. For this reason,
				if a plugin refuses the processing, MCServer sends the block specified in the packet back to the
				client (as if placed anew), if the status code specified a block-break action. For other actions,
				plugins must rectify the situation on their own.</p>
				<p>
				The client sends the left-click packet for several other occasions, such as dropping the held item
				(Q keypress) or shooting an arrow. This is reflected in the Status code. Consult the
				<a href="http://wiki.vg/Protocol#0x0E">protocol documentation</a> for details on the actions.
			]],
			Params =
			{
				{ Name = "Player", Type = "{{cPlayer}}", Notes = "The player whose client sent the packet" },
				{ Name = "BlockX", Type = "number", Notes = "X-coord of the block" },
				{ Name = "BlockY", Type = "number", Notes = "Y-coord of the block" },
				{ Name = "BlockZ", Type = "number", Notes = "Z-coord of the block" },
				{ Name = "BlockFace", Type = "number", Notes = "Face of the block upon which the player interacted. One of the BLOCK_FACE_ constants" },
				{ Name = "Action", Type = "number", Notes = "Action to be performed on the block (\"status\" in the protocol docs)" },
			},
			Returns = [[
				If the function returns false or no value, MCServer calls other plugins' callbacks and finally sends
				the packet for further processing.</p>
				<p>
				If the function returns true, no other plugins are called, processing is halted. If the action was a
				block dig, MCServer sends the block specified in the coords back to the client. The packet is
				dropped.
			]],
		},  -- HOOK_PLAYER_LEFT_CLICK

		HOOK_PLAYER_MOVING =
		{
			CalledWhen = "Player tried to move in the tick being currently processed. Plugin may refuse movement.",
			DefaultFnName = "OnPlayerMoving",  -- also used as pagename
			Desc = [[
				This function is called in each server tick for each {{cPlayer|player}} that has sent any of the
				player-move packets. Plugins may refuse the movement.
			]],
			Params =
			{
				{ Name = "Player", Type = "{{cPlayer}}", Notes = "The player who has moved. The object already has the new position stored in it." },
			},
			Returns = [[
				If the function returns true, movement is prohibited. FIXME: The player's client is not informed.</p>
				<p>
				If the function returns false or no value, other plugins' callbacks are called and finally the new
				position is permanently stored in the cPlayer object.</p>
			]],
		},  -- HOOK_PLAYER_MOVING

		HOOK_PLAYER_PLACED_BLOCK =
		{
			CalledWhen = "After a player has placed a block. Notification only.",
			DefaultFnName = "OnPlayerPlacedBlock",  -- also used as pagename
			Desc = [[
				This hook is called after a {{cPlayer|player}} has placed a block in the {{cWorld|world}}. The block
				is already added to the world and the corresponding item removed from player's
				{{cInventory|inventory}}.</p>
				<p>
				Use the {{cPlayer}}:GetWorld() function to get the world to which the block belongs.</p>
				<p>
				See also the {{OnPlayerPlacingBlock|HOOK_PLAYER_PLACING_BLOCK}} hook for a similar hook called
				before the placement.
			]],
			Params =
			{
				{ Name = "Player", Type = "{{cPlayer}}", Notes = "The player who placed the block" },
				{ Name = "BlockX", Type = "number", Notes = "X-coord of the block" },
				{ Name = "BlockY", Type = "number", Notes = "Y-coord of the block" },
				{ Name = "BlockZ", Type = "number", Notes = "Z-coord of the block" },
				{ Name = "BlockFace", Type = "number", Notes = "Face of the existing block upon which the player interacted. One of the BLOCK_FACE_ constants" },
				{ Name = "CursorX", Type = "number", Notes = "X-coord of the cursor within the block face (0 .. 15)" },
				{ Name = "CursorY", Type = "number", Notes = "Y-coord of the cursor within the block face (0 .. 15)" },
				{ Name = "CursorZ", Type = "number", Notes = "Z-coord of the cursor within the block face (0 .. 15)" },
				{ Name = "BlockType", Type = "BLOCKTYPE", Notes = "The block type of the block" },
				{ Name = "BlockMeta", Type = "NIBBLETYPE", Notes = "The block meta of the block" },
			},
			Returns = [[
				If this function returns false or no value, MCServer calls other plugins with the same event. If
				this function returns true, no other plugin is called for this event.
			]],
		},  -- HOOK_PLAYER_PLACED_BLOCK

		HOOK_PLAYER_PLACING_BLOCK =
		{
			CalledWhen = "Just before a player places a block. Plugin may override / refuse.",
			DefaultFnName = "OnPlayerPlacingBlock",  -- also used as pagename
			Desc = [[
				This hook is called just before a {{cPlayer|player}} places a block in the {{cWorld|world}}. The
				block is not yet placed, plugins may choose to override the default behavior or refuse the placement
				at all.</p>
				<p>
				Note that the client already expects that the block has been placed. For that reason, if a plugin
				refuses the placement, MCServer sends the old block at the provided coords to the client.</p>
				<p>
				Use the {{cPlayer}}:GetWorld() function to get the world to which the block belongs.</p>
				<p>
				See also the {{OnPlayerPlacedBlock|HOOK_PLAYER_PLACED_BLOCK}} hook for a similar hook called after
				the placement.
			]],
			Params =
			{
				{ Name = "Player", Type = "{{cPlayer}}", Notes = "The player who is placing the block" },
				{ Name = "BlockX", Type = "number", Notes = "X-coord of the block" },
				{ Name = "BlockY", Type = "number", Notes = "Y-coord of the block" },
				{ Name = "BlockZ", Type = "number", Notes = "Z-coord of the block" },
				{ Name = "BlockFace", Type = "number", Notes = "Face of the existing block upon which the player is interacting. One of the BLOCK_FACE_ constants" },
				{ Name = "CursorX", Type = "number", Notes = "X-coord of the cursor within the block face (0 .. 15)" },
				{ Name = "CursorY", Type = "number", Notes = "Y-coord of the cursor within the block face (0 .. 15)" },
				{ Name = "CursorZ", Type = "number", Notes = "Z-coord of the cursor within the block face (0 .. 15)" },
				{ Name = "BlockType", Type = "BLOCKTYPE", Notes = "The block type of the block" },
				{ Name = "BlockMeta", Type = "NIBBLETYPE", Notes = "The block meta of the block" },
			},
			Returns = [[
				If this function returns false or no value, MCServer calls other plugins with the same event and
				finally places the block and removes the corresponding item from player's inventory. If this
				function returns true, no other plugin is called for this event, MCServer sends the old block at
				the specified coords to the client and drops the packet.
			]],
		},  -- HOOK_PLAYER_PLACING_BLOCK

		HOOK_PLAYER_RIGHT_CLICK =
		{
			CalledWhen = "A right-click packet is received from the client. Plugin may override / refuse.",
			DefaultFnName = "OnPlayerRightClick",  -- also used as pagename
			Desc = [[
				This hook is called when MCServer receives a right-click packet from the {{cClientHandle|client}}. It
				is called before any processing whatsoever is performed on the packet, meaning that hacked /
				malicious clients may be trigerring this event very often and with unchecked parameters. Therefore
				plugin authors are advised to use extreme caution with this callback.</p>
				<p>
				Plugins may refuse the default processing for the packet, causing MCServer to behave as if the
				packet has never arrived. This may, however, create inconsistencies in the client - the client may
				think that they placed a block, while the server didn't process the placing, etc.
			]],
			Params =
			{
				{ Name = "Player", Type = "{{cPlayer}}", Notes = "The player whose client sent the packet" },
				{ Name = "BlockX", Type = "number", Notes = "X-coord of the block" },
				{ Name = "BlockY", Type = "number", Notes = "Y-coord of the block" },
				{ Name = "BlockZ", Type = "number", Notes = "Z-coord of the block" },
				{ Name = "BlockFace", Type = "number", Notes = "Face of the block upon which the player interacted. One of the BLOCK_FACE_ constants" },
			},
			Returns = [[
				If the function returns false or no value, MCServer calls other plugins' callbacks and finally sends
				the packet for further processing.</p>
				<p>
				If the function returns true, no other plugins are called, processing is halted.
			]],
		},  -- HOOK_PLAYER_RIGHT_CLICK

		HOOK_PLAYER_RIGHT_CLICKING_ENTITY =
		{
			CalledWhen = "A player has right-clicked an entity. Plugins may override / refuse.",
			DefaultFnName = "OnPlayerRightClickingEntity",  -- also used as pagename
			Desc = [[
				This hook is called when the {{cPlayer|player}} right-clicks an {{cEntity|entity}}. Plugins may
				override the default behavior or even cancel the default processing.
			]],
			Params =
			{
				{ Name = "Player", Type = "{{cPlayer}}", Notes = "The player who has right-clicked the entity" },
				{ Name = "Entity", Type = "{{cEntity}} descendant", Notes = "The entity that has been right-clicked" },
			},
			Returns = [[
				If the functino returns false or no value, MCServer calls other plugins' callbacks and finally does
				the default processing for the right-click. If the function returns true, no other callbacks are
				called and the default processing is skipped.
			]],
		},  -- HOOK_PLAYER_RIGHT_CLICKING_ENTITY

		HOOK_PLAYER_SHOOTING =
		{
			CalledWhen = "When the player releases the bow, shooting an arrow (other projectiles: unknown)",
			DefaultFnName = "OnPlayerShooting",  -- also used as pagename
			Desc = [[
				This hook is called when the {{cPlayer|player}} shoots their bow. It is called for the actual
				release of the {{cArrowEntity|arrow}}. FIXME: It is currently unknown whether other
				{{cProjectileEntity|projectiles}} (snowballs, eggs) trigger this hook.</p>
				<p>
				To get the player's position and direction, use the {{cPlayer}}:GetEyePosition() and
				cPlayer:GetLookVector() functions. Note that for shooting a bow, the position for the arrow creation
				is not at the eye pos, some adjustments are required. FIXME: Export the {{cPlayer}} function for
				this adjustment.
			]],
			Params =
			{
				{ Name = "Player", Type = "{{cPlayer}}", Notes = "The player shooting" },
			},
			Returns = [[
				If the function returns false or no value, the next plugin's callback is called, and finally
				MCServer creates the projectile. If the functino returns true, no other callback is called and no
				projectile is created.
			]],
		},  -- HOOK_PLAYER_SHOOTING

		HOOK_PLAYER_SPAWNED =
		{
			CalledWhen = "After a player (re)spawns in the world to which they belong to.",
			DefaultFnName = "OnPlayerSpawned",  -- also used as pagename
			Desc = [[
				This hook is called after a {{cPlayer|player}} has spawned in the world. It is called after
				{{OnLogin|HOOK_LOGIN}} and {{OnPlayerJoined|HOOK_PLAYER_JOINED}}, after the player name has been
				authenticated, the initial worldtime, inventory and health have been sent to the player and the
				player spawn packet has been broadcast to all players near enough to the player spawn place. This is
				a notification-only event, plugins wishing to refuse player's entry should kick the player using the
				{{cPlayer}}:Kick() function.</p>
				<p>
				This hook is also called when the player respawns after death (and a respawn packet is received from
				the client, meaning the player has already clicked the Respawn button).
			]],
			Params =
			{
				{ Name = "Player", Type = "{{cPlayer}}", Notes = "The player who has (re)spawned" },
			},
			Returns = [[
				If the function returns false or no value, other plugins' callbacks are called. If the function
				returns true, no other callbacks are called for this event. There is no overridable behavior.
			]],
		},  -- HOOK_PLAYER_SPAWNED

		HOOK_PLAYER_TOSSING_ITEM =
		{
			CalledWhen = "A player is tossing an item. Plugin may override / refuse.",
			DefaultFnName = "OnPlayerTossingItem",  -- also used as pagename
			Desc = [[
				This hook is called when a {{cPlayer|player}} has tossed an item (Q keypress). The
				{{cPickup|pickup}} has not been spawned yet. Plugins may disallow the tossing, but in that case they
				need to clean up - the player's client already thinks the item has been tossed so the
				{{cInventory|inventory}} needs to be re-sent to the player.</p>
				<p>
				To get the item that is about to be tossed, call the {{cPlayer}}:GetEquippedItem() function.
			]],
			Params =
			{
				{ Name = "Player", Type = "{{cPlayer}}", Notes = "The player tossing an item" },
			},
			Returns = [[
				If the function returns false or no value, other plugins' callbacks are called and finally MCServer
				creates the pickup for the item and tosses it, using {{cPlayer}}:TossItem. If the function returns
				true, no other callbacks are called for this event and MCServer doesn't toss the item.
			]],
		},  -- HOOK_PLAYER_TOSSING_ITEM

		HOOK_PLAYER_USED_BLOCK =
		{
			CalledWhen = "A player has just used a block (chest, furnace). Notification only.",
			DefaultFnName = "OnPlayerUsedBlock",  -- also used as pagename
			Desc = [[
				This hook is called after a {{cPlayer|player}} has right-clicked a block that can be used, such as a
				{{cChestEntity|chest}} or a lever. It is called after MCServer processes the usage (sends the UI
				handling packets / toggles redstone). Note that for UI-related blocks, the player is most likely
				still using the UI. This is a notification-only event.</p>
				<p>
				Note that the block coords given in this callback are for the (solid) block that is being clicked,
				not the air block between it and the player.</p>
				<p>
				To get the world at which the right-click occurred, use the {{cPlayer}}:GetWorld() function.</p>
				<p>
				See also the {{OnPlayerUsingBlock|HOOK_PLAYER_USING_BLOCK}} for a similar hook called before the
				use, the {{OnPlayerUsingItem|HOOK_PLAYER_USING_ITEM}} and {{OnPlayerUsedItem|HOOK_PLAYER_USED_ITEM}}
				for similar hooks called when a player interacts with any block with a usable item in hand, such as
				a bucket.
			]],
			Params =
			{
				{ Name = "Player", Type = "{{cPlayer}}", Notes = "The player who used the block" },
				{ Name = "BlockX", Type = "number", Notes = "X-coord of the clicked block" },
				{ Name = "BlockY", Type = "number", Notes = "Y-coord of the clicked block" },
				{ Name = "BlockZ", Type = "number", Notes = "Z-coord of the clicked block" },
				{ Name = "BlockFace", Type = "number", Notes = "Face of clicked block which has been clicked. One of the BLOCK_FACE_ constants" },
				{ Name = "CursorX", Type = "number", Notes = "X-coord of the cursor crosshair on the block being clicked" },
				{ Name = "CursorY", Type = "number", Notes = "Y-coord of the cursor crosshair on the block being clicked" },
				{ Name = "CursorZ", Type = "number", Notes = "Z-coord of the cursor crosshair on the block being clicked" },
				{ Name = "BlockType", Type = "number", Notes = "Block type of the clicked block" },
				{ Name = "BlockMeta", Type = "number", Notes = "Block meta of the clicked block" },
			},
			Returns = [[
				If the function returns false or no value, other plugins' callbacks are called. If the function
				returns true, no other callbacks are called for this event.
			]],
		},  -- HOOK_PLAYER_USED_BLOCK

		HOOK_PLAYER_USED_ITEM =
		{
			CalledWhen = "A player has used an item in hand (bucket...)",
			DefaultFnName = "OnPlayerUsedItem",  -- also used as pagename
			Desc = [[
				This hook is called after a {{cPlayer|player}} has right-clicked a block with an {{cItem|item}} that
				can be used (is not placeable, is not food and clicked block is not use-able), such as a bucket or a
				hoe. It is called after MCServer processes the usage (places fluid / turns dirt to farmland).
				This is an information-only hook, there is no way to cancel the event anymore.</p>
				<p>
				Note that the block coords given in this callback are for the (solid) block that is being clicked,
				not the air block between it and the player.</p>
				<p>
				To get the world at which the right-click occurred, use the {{cPlayer}}:GetWorld() function. To get
				the item that the player is using, use the {{cPlayer}}:GetEquippedItem() function.</p>
				<p>
				See also the {{OnPlayerUsingItem|HOOK_PLAYER_USING_ITEM}} for a similar hook called before the use,
				the {{OnPlayerUsingBlock|HOOK_PLAYER_USING_BLOCK}} and {{OnPlayerUsedBlock|HOOK_PLAYER_USED_BLOCK}}
				for similar hooks called when a player interacts with a block, such as a chest.
			]],
			Params =
			{
				{ Name = "Player", Type = "{{cPlayer}}", Notes = "The player who used the item" },
				{ Name = "BlockX", Type = "number", Notes = "X-coord of the clicked block" },
				{ Name = "BlockY", Type = "number", Notes = "Y-coord of the clicked block" },
				{ Name = "BlockZ", Type = "number", Notes = "Z-coord of the clicked block" },
				{ Name = "BlockFace", Type = "number", Notes = "Face of clicked block which has been clicked. One of the BLOCK_FACE_ constants" },
				{ Name = "CursorX", Type = "number", Notes = "X-coord of the cursor crosshair on the block being clicked" },
				{ Name = "CursorY", Type = "number", Notes = "Y-coord of the cursor crosshair on the block being clicked" },
				{ Name = "CursorZ", Type = "number", Notes = "Z-coord of the cursor crosshair on the block being clicked" },
				{ Name = "BlockType", Type = "number", Notes = "Block type of the clicked block" },
				{ Name = "BlockMeta", Type = "number", Notes = "Block meta of the clicked block" },
			},
			Returns = [[
				If the function returns false or no value, other plugins' callbacks are called. If the function
				returns true, no other callbacks are called for this event.
			]],
		},  -- HOOK_PLAYER_USED_ITEM

		HOOK_PLAYER_USING_BLOCK =
		{
			CalledWhen = "Just before a player uses a block (chest, furnace...). Plugin may override / refuse.",
			DefaultFnName = "OnPlayerUsingBlock",  -- also used as pagename
			Desc = [[
				This hook is called when a {{cPlayer|player}} has right-clicked a block that can be used, such as a
				{{cChestEntity|chest}} or a lever. It is called before MCServer processes the usage (sends the UI
				handling packets / toggles redstone). Plugins may refuse the interaction by returning true.</p>
				<p>
				Note that the block coords given in this callback are for the (solid) block that is being clicked,
				not the air block between it and the player.</p>
				<p>
				To get the world at which the right-click occurred, use the {{cPlayer}}:GetWorld() function.</p>
				<p>
				See also the {{OnPlayerUsedBlock|HOOK_PLAYER_USED_BLOCK}} for a similar hook called after the use, the
				{{OnPlayerUsingItem|HOOK_PLAYER_USING_ITEM}} and {{OnPlayerUsedItem|HOOK_PLAYER_USED_ITEM}} for
				similar hooks called when a player interacts with any block with a usable item in hand, such as a
				bucket.
			]],
			Params =
			{
				{ Name = "Player", Type = "{{cPlayer}}", Notes = "The player who is using the block" },
				{ Name = "BlockX", Type = "number", Notes = "X-coord of the clicked block" },
				{ Name = "BlockY", Type = "number", Notes = "Y-coord of the clicked block" },
				{ Name = "BlockZ", Type = "number", Notes = "Z-coord of the clicked block" },
				{ Name = "BlockFace", Type = "number", Notes = "Face of clicked block which has been clicked. One of the BLOCK_FACE_ constants" },
				{ Name = "CursorX", Type = "number", Notes = "X-coord of the cursor crosshair on the block being clicked" },
				{ Name = "CursorY", Type = "number", Notes = "Y-coord of the cursor crosshair on the block being clicked" },
				{ Name = "CursorZ", Type = "number", Notes = "Z-coord of the cursor crosshair on the block being clicked" },
				{ Name = "BlockType", Type = "number", Notes = "Block type of the clicked block" },
				{ Name = "BlockMeta", Type = "number", Notes = "Block meta of the clicked block" },
			},
			Returns = [[
				If the function returns false or no value, other plugins' callbacks are called and then MCServer
				processes the interaction. If the function returns true, no other callbacks are called for this
				event and the interaction is silently dropped.
			]],
		},  -- HOOK_PLAYER_USING_BLOCK

		HOOK_PLAYER_USING_ITEM =
		{
			CalledWhen = "Just before a player uses an item in hand (bucket...). Plugin may override / refuse.",
			DefaultFnName = "OnPlayerUsingItem",  -- also used as pagename
			Desc = [[
				This hook is called when a {{cPlayer|player}} has right-clicked a block with an {{cItem|item}} that
				can be used (is not placeable, is not food and clicked block is not use-able), such as a bucket or a
				hoe. It is called before MCServer processes the usage (places fluid / turns dirt to farmland).
				Plugins may refuse the interaction by returning true.</p>
				<p>
				Note that the block coords given in this callback are for the (solid) block that is being clicked,
				not the air block between it and the player.</p>
				<p>
				To get the world at which the right-click occurred, use the {{cPlayer}}:GetWorld() function. To get
				the item that the player is using, use the {{cPlayer}}:GetEquippedItem() function.</p>
				<p>
				See also the {{OnPlayerUsedItem|HOOK_PLAYER_USED_ITEM}} for a similar hook called after the use, the
				{{OnPlayerUsingBlock|HOOK_PLAYER_USING_BLOCK}} and {{OnPlayerUsedBlock|HOOK_PLAYER_USED_BLOCK}} for
				similar hooks called when a player interacts with a block, such as a chest.
			]],
			Params =
			{
				{ Name = "Player", Type = "{{cPlayer}}", Notes = "The player who is using the item" },
				{ Name = "BlockX", Type = "number", Notes = "X-coord of the clicked block" },
				{ Name = "BlockY", Type = "number", Notes = "Y-coord of the clicked block" },
				{ Name = "BlockZ", Type = "number", Notes = "Z-coord of the clicked block" },
				{ Name = "BlockFace", Type = "number", Notes = "Face of clicked block which has been clicked. One of the BLOCK_FACE_ constants" },
				{ Name = "CursorX", Type = "number", Notes = "X-coord of the cursor crosshair on the block being clicked" },
				{ Name = "CursorY", Type = "number", Notes = "Y-coord of the cursor crosshair on the block being clicked" },
				{ Name = "CursorZ", Type = "number", Notes = "Z-coord of the cursor crosshair on the block being clicked" },
				{ Name = "BlockType", Type = "number", Notes = "Block type of the clicked block" },
				{ Name = "BlockMeta", Type = "number", Notes = "Block meta of the clicked block" },
			},
			Returns = [[
				If the function returns false or no value, other plugins' callbacks are called and then MCServer
				processes the interaction. If the function returns true, no other callbacks are called for this
				event and the interaction is silently dropped.
			]],
		},  -- HOOK_PLAYER_USING_ITEM

		HOOK_POST_CRAFTING =
		{
			CalledWhen = "After the built-in recipes are checked and a recipe was found.",
			DefaultFnName = "OnPostCrafting",  -- also used as pagename
			Desc = [[
				This hook is called when a {{cPlayer|player}} changes contents of their
				{{cCraftingGrid|crafting grid}}, after the recipe has been established by MCServer. Plugins may use
				this to modify the resulting recipe or provide an alternate recipe.</p>
				<p>
				If a plugin implements custom recipes, it should do so using the {{OnPreCrafting|HOOK_PRE_CRAFTING}}
				hook, because that will save the server from going through the built-in recipes. The
				HOOK_POST_CRAFTING hook is intended as a notification, with a chance to tweak the result.</p>
				<p>
				Note that this hook is not called if a built-in recipe is not found;
				{{OnCraftingNoRecipe|HOOK_CRAFTING_NO_RECIPE}} is called instead in such a case.
			]],
			Params =
			{
				{ Name = "Player", Type = "{{cPlayer}}", Notes = "The player who has changed their crafting grid contents" },
				{ Name = "Grid", Type = "{{cCraftingGrid}}", Notes = "The new crafting grid contents" },
				{ Name = "Recipe", Type = "{{cCraftingRecipe}}", Notes = "The recipe that MCServer has decided to use (can be tweaked by plugins)" },
			},
			Returns = [[
				If the function returns false or no value, other plugins' callbacks are called. If the function
				returns true, no other callbacks are called for this event. In either case, MCServer uses the value
				of Recipe as the recipe to be presented to the player.
			]],
		},  -- HOOK_POST_CRAFTING

		HOOK_PRE_CRAFTING =
		{
			CalledWhen = "Before the built-in recipes are checked.",
			DefaultFnName = "OnPreCrafting",  -- also used as pagename
			Desc = [[
				This hook is called when a {{cPlayer|player}} changes contents of their
				{{cCraftingGrid|crafting grid}}, before the built-in recipes are searched for a match by MCServer.
				Plugins may use this hook to provide a custom recipe.</p>
				<p>
				If you intend to tweak built-in recipes, use the {{OnPostCrafting|HOOK_POST_CRAFTING}} hook, because
				that will be called once the built-in recipe is matched.</p>
				<p>
				Also note a third hook, {{OnCraftingNoRecipe|HOOK_CRAFTING_NO_RECIPE}}, that is called when MCServer
				cannot find any built-in recipe for the given ingredients.
			]],
			Params =
			{
				{ Name = "Player", Type = "{{cPlayer}}", Notes = "The player who has changed their crafting grid contents" },
				{ Name = "Grid", Type = "{{cCraftingGrid}}", Notes = "The new crafting grid contents" },
				{ Name = "Recipe", Type = "{{cCraftingRecipe}}", Notes = "The recipe that MCServer will use. Modify this object to change the recipe" },
			},
			Returns = [[
				If the function returns false or no value, other plugins' callbacks are called and then MCServer
				searches the built-in recipes. The Recipe output parameter is ignored in this case.</p>
				<p>
				If the function returns true, no other callbacks are called for this event and MCServer uses the
				recipe stored in the Recipe output parameter.
			]],
		},  -- HOOK_PRE_CRAFTING

		HOOK_SPAWNED_ENTITY =
		{
			CalledWhen = "After an entity is spawned in the world.",
			DefaultFnName = "OnSpawnedEntity",  -- also used as pagename
			Desc = [[
				This hook is called after the server spawns an {{cEntity|entity}}. This is an information-only
				callback, the entity is already spawned by the time it is called. If the entity spawned is a
				{{cMonster|monster}}, the {{OnSpawnedMonster|HOOK_SPAWNED_MONSTER}} hook is called before this
				hook.</p>
				<p>
				See also the {{OnSpawningEntity|HOOK_SPAWNING_ENTITY}} hook for a similar hook called before the
				entity is spawned.
			]],
			Params =
			{
				{ Name = "World", Type = "{{cWorld}}", Notes = "The world in which the entity has spawned" },
				{ Name = "Entity", Type = "{{cEntity}} descentant", Notes = "The entity that has spawned" },
			},
			Returns = [[
				If the function returns false or no value, the next plugin's callback is called. If the function
				returns true, no other callback is called for this event.
			]],
		},  -- HOOK_SPAWNED_ENTITY

		HOOK_SPAWNED_MONSTER =
		{
			CalledWhen = "After a monster is spawned in the world",
			DefaultFnName = "OnSpawnedMonster",  -- also used as pagename
			Desc = [[
				This hook is called after the server spawns a {{cMonster|monster}}. This is an information-only
				callback, the monster is already spawned by the time it is called. After this hook is called, the
				{{OnSpawnedEntity|HOOK_SPAWNED_ENTITY}} is called for the monster entity.</p>
				<p>
				See also the {{OnSpawningMonster|HOOK_SPAWNING_MONSTER}} hook for a similar hook called before the
				monster is spawned.
			]],
			Params =
			{
				{ Name = "World", Type = "{{cWorld}}", Notes = "The world in which the monster has spawned" },
				{ Name = "Monster", Type = "{{cMonster}} descendant", Notes = "The monster that has spawned" },
			},
			Returns = [[
				If the function returns false or no value, the next plugin's callback is called. If the function
				returns true, no other callback is called for this event.
			]],
		},  -- HOOK_SPAWNED_MONSTER

		HOOK_SPAWNING_ENTITY =
		{
			CalledWhen = "Before an entity is spawned in the world.",
			DefaultFnName = "OnSpawningEntity",  -- also used as pagename
			Desc = [[
				This hook is called before the server spawns an {{cEntity|entity}}. The plugin can either modify the
				entity before it is spawned, or disable the spawning altogether. If the entity spawning is a
				monster, the {{OnSpawningMonster|HOOK_SPAWNING_MONSTER}} hook is called before this hook.</p>
				<p>
				See also the {{OnSpawnedEntity|HOOK_SPAWNED_ENTITY}} hook for a similar hook called after the
				entity is spawned.
			]],
			Params =
			{
				{ Name = "World", Type = "{{cWorld}}", Notes = "The world in which the entity will spawn" },
				{ Name = "Entity", Type = "{{cEntity}} descentant", Notes = "The entity that will spawn" },
			},
			Returns = [[
				If the function returns false or no value, the next plugin's callback is called. Finally, the server
				spawns the entity with whatever parameters have been set on the {{cEntity}} object by the callbacks.
				If the function returns true, no other callback is called for this event and the entity is not
				spawned.
			]],
		},  -- HOOK_SPAWNING_ENTITY

		HOOK_SPAWNING_MONSTER =
		{
			CalledWhen = "Before a monster is spawned in the world.",
			DefaultFnName = "OnSpawningMonster",  -- also used as pagename
			Desc = [[
				This hook is called before the server spawns a {{cMonster|monster}}. The plugins may modify the
				monster's parameters in the {{cMonster}} class, or disallow the spawning altogether. This hook is
				called before the {{OnSpawningEntity|HOOK_SPAWNING_ENTITY}} is called for the monster entity.</p>
				<p>
				See also the {{OnSpawnedMonster|HOOK_SPAWNED_MONSTER}} hook for a similar hook called after the
				monster is spawned.
			]],
			Params =
			{
				{ Name = "World", Type = "{{cWorld}}", Notes = "The world in which the entity will spawn" },
				{ Name = "Monster", Type = "{{cMonster}} descentant", Notes = "The monster that will spawn" },
			},
			Returns = [[
				If the function returns false or no value, the next plugin's callback is called. Finally, the server
				spawns the monster with whatever parameters the plugins set in the cMonster parameter.</p>
				<p>
				If the function returns true, no other callback is called for this event and the monster won't
				spawn.
			]],
		},  -- HOOK_SPAWNING_MONSTER

		HOOK_TAKE_DAMAGE =
		{
			CalledWhen = "An {{cEntity|entity}} is taking any kind of damage",
			DefaultFnName = "OnTakeDamage",  -- also used as pagename
			Desc = [[
				This hook is called when any {{cEntity}} descendant, such as a {{cPlayer|player}} or a
				{{cMonster|mob}}, takes any kind of damage. The plugins may modify the amount of damage or effects
				with this hook by editting the {{TakeDamageInfo}} object passed.</p>
				<p>
				This hook is called after the final damage is calculated, including all the possible weapon
				{{cEnchantments|enchantments}}, armor protection and potion effects.
			]],
			Params =
			{
				{ Name = "Receiver", Type = "{{cEntity}} descendant", Notes = "The entity taking damage" },
				{ Name = "TDI", Type = "{{TakeDamageInfo}}", Notes = "The damage type, cause and effects. Plugins may modify this object to alter the final damage applied." },
			},
			Returns = [[
				If the function returns false or no value, other plugins' callbacks are called and then the server
				applies the final values from the TDI object to Receiver. If the function returns true, no other
				callbacks are called, and no damage nor effects are applied.
			]],
		},  -- HOOK_TAKE_DAMAGE

		HOOK_TICK =
		{
			CalledWhen = "Every server tick (approximately 20 times per second)",
			DefaultFnName = "OnTick",  -- also used as pagename
			Desc = [[
				This hook is called every game tick (50 msec, or 20 times a second). If the server is overloaded,
				the interval is larger, which is indicated by the TimeDelta parameter.</p>
				<p>
				This hook is called in the context of the server-tick thread, that is, the thread that takes care of
				{{cClientHandle|client connections}} before they're assigned to {{cPlayer|player entities}}, and
				processing console commands.
			]],
			Params =
			{
				{ Name = "TimeDelta", Type = "number", Notes = "The number of milliseconds elapsed since the last server tick. Will not be less than 50 msec." },
			},
			Returns = [[
				If the function returns false or no value, other plugins' callbacks are called. If the function
				returns true, no other callbacks are called. There is no overridable behavior.
			]],
		},  -- HOOK_TICK

		HOOK_UPDATED_SIGN =
		{
			CalledWhen = "After the sign text is updated. Notification only.",
			DefaultFnName = "OnUpdatedSign",  -- also used as pagename
			Desc = [[
				This hook is called after a sign has had its text updated. The text is already updated at this
				point.</p>
				<p>The update may have been caused either by a {{cPlayer|player}} directly updating the sign, or by
				a plugin changing the sign text using the API.</p>
				<p>
				See also the {{OnUpdatingSign|HOOK_UPDATING_SIGN}} hook for a similar hook called before the update,
				with a chance to modify the text.
			]],
			Params =
			{
				{ Name = "World", Type = "{{cWorld}}", Notes = "The world in which the sign resides" },
				{ Name = "BlockX", Type = "number", Notes = "X-coord of the sign" },
				{ Name = "BlockY", Type = "number", Notes = "Y-coord of the sign" },
				{ Name = "BlockZ", Type = "number", Notes = "Z-coord of the sign" },
				{ Name = "Line1", Type = "string", Notes = "1st line of the new text" },
				{ Name = "Line2", Type = "string", Notes = "2nd line of the new text" },
				{ Name = "Line3", Type = "string", Notes = "3rd line of the new text" },
				{ Name = "Line4", Type = "string", Notes = "4th line of the new text" },
				{ Name = "Player", Type = "{{cPlayer}}", Notes = "The player who is changing the text. May be nil for non-player updates." }
			},
			Returns = [[
				If the function returns false or no value, other plugins' callbacks are called. If the function
				returns true, no other callbacks are called. There is no overridable behavior.
			]],
		},  -- HOOK_UPDATED_SIGN
		HOOK_UPDATING_SIGN =
		{
			CalledWhen = "Before the sign text is updated. Plugin may modify the text / refuse.",
			DefaultFnName = "OnUpdatingSign",  -- also used as pagename
			Desc = [[
				This hook is called when a sign text is about to be updated, either as a result of player's
				manipulation or any other event, such as a plugin setting the sign text. Plugins may modify the text
				or refuse the update altogether.</p>
				<p>
				See also the {{OnUpdatedSign|HOOK_UPDATED_SIGN}} hook for a similar hook called after the update.
			]],
			Params =
			{
				{ Name = "World", Type = "{{cWorld}}", Notes = "The world in which the sign resides" },
				{ Name = "BlockX", Type = "number", Notes = "X-coord of the sign" },
				{ Name = "BlockY", Type = "number", Notes = "Y-coord of the sign" },
				{ Name = "BlockZ", Type = "number", Notes = "Z-coord of the sign" },
				{ Name = "Line1", Type = "string", Notes = "1st line of the new text" },
				{ Name = "Line2", Type = "string", Notes = "2nd line of the new text" },
				{ Name = "Line3", Type = "string", Notes = "3rd line of the new text" },
				{ Name = "Line4", Type = "string", Notes = "4th line of the new text" },
				{ Name = "Player", Type = "{{cPlayer}}", Notes = "The player who is changing the text. May be nil for non-player updates." }
			},
			Returns = [[
				The function may return up to five values. If the function returns true as the first value, no other
				callbacks are called for this event and the sign is not updated. If the function returns no value or
				false as its first value, other plugins' callbacks are called.</p>
				<p>
				The other up to four values returned are used to update the sign text, line by line, respectively.
				Note that other plugins may again update the texts (if the first value returned is false).
			]],
			CodeExamples =
			{
				{
					Title = "Add player signature",
					Desc = "The following example appends a player signature to the last line, if the sign is updated by a player:",
					Code = [[
function OnUpdatingSign(World, BlockX, BlockY, BlockZ, Line1, Line2, Line3, Line4, Player)
	if (Player == nil) then
		-- Not changed by a player
		return false;
	end

	-- Sign with playername, allow other plugins to interfere:
	return false, Line1, Line2, Line3, Line4 .. Player:GetName();
end
					]],
				}
			} ,
		},  -- HOOK_UPDATING_SIGN

		HOOK_WEATHER_CHANGED =
		{
			CalledWhen = "The weather has changed",
			DefaultFnName = "OnWeatherChanged",  -- also used as pagename
			Desc = [[
				This hook is called after the weather has changed in a {{cWorld|world}}. The new weather has already
				been sent to the clients.</p>
				<p>
				See also the {{OnWeatherChanging|HOOK_WEATHER_CHANGING}} hook for a similar hook called before the
				change.
			]],
			Params =
			{
				{ Name = "World", Type = "{{cWorld}}", Notes = "World for which the weather has changed" },
			},
			Returns = [[
				If the function returns false or no value, the next plugin's callback is called. If the function
				returns true, no other callback is called for this event. There is no overridable behavior.
			]],
		},  -- HOOK_WEATHER_CHANGED

		HOOK_WEATHER_CHANGING =
		{
			CalledWhen = "The weather is about to change",
			DefaultFnName = "OnWeatherChanging",  -- also used as pagename
			Desc = [[
				This hook is called when the current weather has expired and a new weather is selected. Plugins may
				override the new weather setting.</p>
				<p>
				The new weather setting is sent to the clients only after this hook has been processed.</p>
				<p>
				See also the {{OnWeatherChanged|HOOK_WEATHER_CHANGED}} hook for a similar hook called after the
				change.
			]],
			Params =
			{
				{ Name = "World", Type = "{{cWorld}}", Notes = "World for which the weather is changing" },
				{ Name = "Weather", Type = "number", Notes = "The newly selected weather. One of wSunny, wRain, wStorm" },
			},
			Returns = [[
				If the function returns false or no value, the server calls other plugins' callbacks and finally
				sets the weather. If the function returns true, the server takes the second returned value (wSunny
				by default) and sets it as the new weather. No other plugins' callbacks are called in this case.
			]],
		},  -- HOOK_WEATHER_CHANGING

		HOOK_WORLD_TICK =
		{
			CalledWhen = "Every world tick (about 20 times per second), separately for each world",
			DefaultFnName = "OnWorldTick",  -- also used as pagename
			Desc = [[
				This hook is called for each {{cWorld|world}} every tick (50 msec, or 20 times a second). If the
				world is overloaded, the interval is larger, which is indicated by the TimeDelta parameter.</p>
				<p>
				This hook is called in the world's tick thread context and thus has access to all world data
				guaranteed without blocking.
			]],
			Params =
			{
				{ Name = "World", Type = "{{cWorld}}", Notes = "World that is ticking" },
				{ Name = "TimeDelta", Type = "number", Notes = "The number of milliseconds since the previous game tick. Will not be less than 50 msec" },
			},
			Returns = [[
				If the function returns false or no value, the next plugin's callback is called. If the function
				returns true, no other callback is called for this event. There is no overridable behavior.
			]],
		},  -- HOOK_WORLD_TICK

	},  -- Hooks[]
	

	IgnoreClasses =
	{
		"coroutine",
		"debug",
		"io",
		"math",
		"package",
		"os",
		"string",
		"table",
		"g_TrackedPages",
	},
	
	IgnoreFunctions =
	{
		"Globals.assert",
		"Globals.collectgarbage",
		"Globals.xpcall",
		"%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",
		"ReadDescriptions",
		"ReadHooks",
		"WriteHtmlClass",
		"WriteHtmlHook",
	},
	
	ExtraPages =
	{
		-- No sorting is provided for these, they will be output in the same order as defined here
		{ FileName = "WebWorldThreads.html", Title = "Webserver vs World threads" },
	}
} ;