local names = { "layerWall", "layerTerrain", "layerWire", "layerWallLowBits", "layerTerrainLowBits", "layerThermal", "spawnX", "spawnY", "wallDamages", "terrainDamages", "globalLight", "averageTemperature", "generatorSeed", "terrainArray", "wallArray", "wireArray", "damageDataArray" } local valvar = { "val", "val", "val", "val", "val", "val", "var", "var", "val", "val", "var", "var", "var", "val", "val", "val", "val" } local types = { "MapLayer", "MapLayer", "MapLayer", "PairedMapLayer", "PairedMapLayer", "MapLayerFloat", "Int", "Int", "HashMap", "HashMap", "Color", "Float", "Long", "ByteArray", "ByteArray", "ByteArray", "ByteArray" } for i = 1, #types do n = names[i] v = valvar[i] t = types[i] if (v == "val") then print(string.format("%s %s: %s; get() = baseworld.%s", v, n, t, n)) else print(string.format("%s %s: %s; get() = baseworld.%s; set(v) { baseworld.%s = v }", v, n, t, n, n)) end end