pub trait PackedElim {
Show 267 associated items type Empty; type Ember; type SmokeDummy; type Bomb; type FireBlock; type Mine; type HotSurface; type CoatRack; type Bed; type Bench; type ChairSingle; type ChairDouble; type DrawerLarge; type DrawerMedium; type DrawerSmall; type TableSide; type TableDining; type TableDouble; type WardrobeSingle; type WardrobeDouble; type BookshelfArabic; type WallTableArabic; type TableArabicLarge; type TableArabicSmall; type CupboardArabic; type OvenArabic; type CushionArabic; type CanapeArabic; type Shelf; type Planter; type Pot; type CraftingBench; type Forge; type Cauldron; type Anvil; type CookingPot; type SpinningWheel; type TanningRack; type Loom; type DismantlingBench; type RepairBench; type Chest; type DungeonChest0; type DungeonChest1; type DungeonChest2; type DungeonChest3; type DungeonChest4; type DungeonChest5; type CoralChest; type HaniwaUrn; type TerracottaChest; type CommonLockedChest; type ChestBuried; type Crate; type Barrel; type CrateBlock; type HangingBasket; type HangingSign; type ChristmasOrnament; type ChristmasWreath; type WallLampWizard; type WallLamp; type WallLampSmall; type WallSconce; type DungeonWallDecor; type Tent; type Bedroll; type BedrollSnow; type BedrollPirate; type Sign; type Helm; type Scarecrow; type FountainArabic; type Hearth; type BarrelCactus; type RoundCactus; type ShortCactus; type MedFlatCactus; type ShortFlatCactus; type LargeCactus; type TallCactus; type BlueFlower; type PinkFlower; type PurpleFlower; type RedFlower; type WhiteFlower; type YellowFlower; type Sunflower; type Moonbell; type Pyrebloom; type LushFlower; type LanternFlower; type LongGrass; type MediumGrass; type ShortGrass; type Fern; type LargeGrass; type GrassSnow; type Reed; type GrassBlue; type SavannaGrass; type TallSavannaGrass; type RedSavannaGrass; type SavannaBush; type Welwitch; type LeafyPlant; type DeadBush; type JungleFern; type GrassBlueShort; type GrassBlueMedium; type GrassBlueLong; type CavernLillypadBlue; type EnsnaringVines; type LillyPads; type JungleLeafyPlant; type JungleRedGrass; type LanternPlant; type SporeReed; type DeadPlant; type Corn; type WheatYellow; type WheatGreen; type LingonBerry; type Blueberry; type Cabbage; type Pumpkin; type Carrot; type Tomato; type Radish; type Turnip; type Flax; type Mushroom; type CaveMushroom; type Cotton; type WildFlax; type SewerMushroom; type LushMushroom; type RockyMushroom; type GlowMushroom; type StonyCoral; type SoftCoral; type SeaweedTemperate; type SeaweedTropical; type GiantKelp; type BullKelp; type WavyAlgae; type SeaGrapes; type MermaidsFan; type SeaAnemone; type Seagrass; type RedAlgae; type Liana; type MycelBlue; type CeilingMushroom; type Mold; type Root; type CeilingLanternPlant; type CeilingLanternFlower; type CeilingJungleLeafyPlant; type Amethyst; type AmethystSmall; type Ruby; type RubySmall; type Sapphire; type SapphireSmall; type Emerald; type EmeraldSmall; type Topaz; type TopazSmall; type Diamond; type DiamondSmall; type Bloodstone; type Coal; type Cobalt; type Copper; type Iron; type Tin; type Silver; type Gold; type Velorite; type VeloriteFrag; type Twigs; type Wood; type Bamboo; type Hardwood; type Ironwood; type Frostwood; type Eldwood; type Apple; type Coconut; type Stones; type Seashells; type Beehive; type Bowl; type PotionMinor; type PotionDummy; type VialEmpty; type Door; type DoorDark; type DoorWide; type BoneKeyhole; type BoneKeyDoor; type Keyhole; type KeyDoor; type GlassKeyhole; type KeyholeBars; type HaniwaKeyDoor; type HaniwaKeyhole; type TerracottaKeyDoor; type TerracottaKeyhole; type Window1; type Window2; type Window3; type Window4; type WitchWindow; type WindowArabic; type GlassBarrier; type SeaDecorBlock; type CliffDecorBlock; type MagicalBarrier; type OneWayWall; type SeaDecorWindowHor; type SeaDecorWindowVer; type DropGate; type DropGateBottom; type WoodBarricades; type Rope; type SeaDecorChain; type IronSpike; type DoorBars; type HaniwaTrap; type HaniwaTrapTriggered; type TerracottaStatue; type TerracottaBlock; type Bones; type IceCrystal; type GlowIceCrystal; type CrystalHigh; type CrystalLow; type UnderwaterVent; type SeaUrchin; type IceSpike; type Mud; type Orb; type EnsnaringWeb; type DiamondLight; type Grave; type Gravestone; type MelonCut; type ForgeTools; type JugAndBowlArabic; type JugArabic; type DecorSetArabic; type SepareArabic; type Candle; type SmithingTable; type Forge0; type GearWheel0; type Quench0; type SeaDecorEmblem; type SeaDecorPillar; type MagicalSeal; type Lantern; type StreetLamp; type StreetLampTall; type SeashellLantern; type FireBowlGround;
}

Required Associated Types§

source

type Empty

source

type Ember

source

type SmokeDummy

source

type Bomb

source

type FireBlock

source

type Mine

source

type HotSurface

source

type CoatRack

source

type Bed

source

type Bench

source

type ChairSingle

source

type ChairDouble

source

type DrawerLarge

source

type DrawerMedium

source

type DrawerSmall

source

type TableSide

source

type TableDining

source

type TableDouble

source

type WardrobeSingle

source

type WardrobeDouble

source

type BookshelfArabic

source

type WallTableArabic

source

type TableArabicLarge

source

type TableArabicSmall

source

type CupboardArabic

source

type OvenArabic

source

type CushionArabic

source

type CanapeArabic

source

type Shelf

source

type Planter

source

type Pot

source

type CraftingBench

source

type Forge

source

type Cauldron

source

type Anvil

source

type CookingPot

source

type SpinningWheel

source

type TanningRack

source

type Loom

source

type DismantlingBench

source

type RepairBench

source

type Chest

source

type DungeonChest0

source

type DungeonChest1

source

type DungeonChest2

source

type DungeonChest3

source

type DungeonChest4

source

type DungeonChest5

source

type CoralChest

source

type HaniwaUrn

source

type TerracottaChest

source

type CommonLockedChest

source

type ChestBuried

source

type Crate

source

type Barrel

source

type CrateBlock

source

type HangingBasket

source

type HangingSign

source

type ChristmasOrnament

source

type ChristmasWreath

source

type WallLampWizard

source

type WallLamp

source

type WallLampSmall

source

type WallSconce

source

type DungeonWallDecor

source

type Tent

source

type Bedroll

source

type BedrollSnow

source

type BedrollPirate

source

type Sign

source

type Helm

source

type Scarecrow

source

type FountainArabic

source

type Hearth

source

type BarrelCactus

source

type RoundCactus

source

type ShortCactus

source

type MedFlatCactus

source

type ShortFlatCactus

source

type LargeCactus

source

type TallCactus

source

type BlueFlower

source

type PinkFlower

source

type PurpleFlower

source

type RedFlower

source

type WhiteFlower

source

type YellowFlower

source

type Sunflower

source

type Moonbell

source

type Pyrebloom

source

type LushFlower

source

type LanternFlower

source

type LongGrass

source

type MediumGrass

source

type ShortGrass

source

type Fern

source

type LargeGrass

source

type GrassSnow

source

type Reed

source

type GrassBlue

source

type SavannaGrass

source

type TallSavannaGrass

source

type RedSavannaGrass

source

type SavannaBush

source

type Welwitch

source

type LeafyPlant

source

type DeadBush

source

type JungleFern

source

type GrassBlueShort

source

type GrassBlueMedium

source

type GrassBlueLong

source

type CavernLillypadBlue

source

type EnsnaringVines

source

type LillyPads

source

type JungleLeafyPlant

source

type JungleRedGrass

source

type LanternPlant

source

type SporeReed

source

type DeadPlant

source

type Corn

source

type WheatYellow

source

type WheatGreen

source

type LingonBerry

source

type Blueberry

source

type Cabbage

source

type Pumpkin

source

type Carrot

source

type Tomato

source

type Radish

source

type Turnip

source

type Flax

source

type Mushroom

source

type CaveMushroom

source

type Cotton

source

type WildFlax

source

type SewerMushroom

source

type LushMushroom

source

type RockyMushroom

source

type GlowMushroom

source

type StonyCoral

source

type SoftCoral

source

type SeaweedTemperate

source

type SeaweedTropical

source

type GiantKelp

source

type BullKelp

source

type WavyAlgae

source

type SeaGrapes

source

type MermaidsFan

source

type SeaAnemone

source

type Seagrass

source

type RedAlgae

source

type Liana

source

type MycelBlue

source

type CeilingMushroom

source

type Mold

source

type Root

source

type CeilingLanternPlant

source

type CeilingLanternFlower

source

type CeilingJungleLeafyPlant

source

type Amethyst

source

type AmethystSmall

source

type Ruby

source

type RubySmall

source

type Sapphire

source

type SapphireSmall

source

type Emerald

source

type EmeraldSmall

source

type Topaz

source

type TopazSmall

source

type Diamond

source

type DiamondSmall

source

type Bloodstone

source

type Coal

source

type Cobalt

source

type Copper

source

type Iron

source

type Tin

source

type Silver

source

type Gold

source

type Velorite

source

type VeloriteFrag

source

type Twigs

source

type Wood

source

type Bamboo

source

type Hardwood

source

type Ironwood

source

type Frostwood

source

type Eldwood

source

type Apple

source

type Coconut

source

type Stones

source

type Seashells

source

type Beehive

source

type Bowl

source

type PotionMinor

source

type PotionDummy

source

type VialEmpty

source

type Door

source

type DoorDark

source

type DoorWide

source

type BoneKeyhole

source

type BoneKeyDoor

source

type Keyhole

source

type KeyDoor

source

type GlassKeyhole

source

type KeyholeBars

source

type HaniwaKeyDoor

source

type HaniwaKeyhole

source

type TerracottaKeyDoor

source

type TerracottaKeyhole

source

type Window1

source

type Window2

source

type Window3

source

type Window4

source

type WitchWindow

source

type WindowArabic

source

type GlassBarrier

source

type SeaDecorBlock

source

type CliffDecorBlock

source

type MagicalBarrier

source

type OneWayWall

source

type SeaDecorWindowHor

source

type SeaDecorWindowVer

source

type DropGate

source

type DropGateBottom

source

type WoodBarricades

source

type Rope

source

type SeaDecorChain

source

type IronSpike

source

type DoorBars

source

type HaniwaTrap

source

type HaniwaTrapTriggered

source

type TerracottaStatue

source

type TerracottaBlock

source

type Bones

source

type IceCrystal

source

type GlowIceCrystal

source

type CrystalHigh

source

type CrystalLow

source

type UnderwaterVent

source

type SeaUrchin

source

type IceSpike

source

type Mud

source

type Orb

source

type EnsnaringWeb

source

type DiamondLight

source

type Grave

source

type Gravestone

source

type MelonCut

source

type ForgeTools

source

type JugAndBowlArabic

source

type JugArabic

source

type DecorSetArabic

source

type SepareArabic

source

type Candle

source

type SmithingTable

source

type Forge0

source

type GearWheel0

source

type Quench0

source

type SeaDecorEmblem

source

type SeaDecorPillar

source

type MagicalSeal

source

type Lantern

source

type StreetLamp

source

type StreetLampTall

source

type SeashellLantern

source

type FireBowlGround

Implementors§

source§

impl<T> PackedElim for Pure<T>

§

type Empty = Pure<T>

§

type Ember = Pure<T>

§

type SmokeDummy = Pure<T>

§

type Bomb = Pure<T>

§

type FireBlock = Pure<T>

§

type Mine = Pure<T>

§

type HotSurface = Pure<T>

§

type CoatRack = Pure<T>

§

type Bed = Pure<T>

§

type Bench = Pure<T>

§

type ChairSingle = Pure<T>

§

type ChairDouble = Pure<T>

§

type DrawerLarge = Pure<T>

§

type DrawerMedium = Pure<T>

§

type DrawerSmall = Pure<T>

§

type TableSide = Pure<T>

§

type TableDining = Pure<T>

§

type TableDouble = Pure<T>

§

type WardrobeSingle = Pure<T>

§

type WardrobeDouble = Pure<T>

§

type BookshelfArabic = Pure<T>

§

type WallTableArabic = Pure<T>

§

type TableArabicLarge = Pure<T>

§

type TableArabicSmall = Pure<T>

§

type CupboardArabic = Pure<T>

§

type OvenArabic = Pure<T>

§

type CushionArabic = Pure<T>

§

type CanapeArabic = Pure<T>

§

type Shelf = Pure<T>

§

type Planter = Pure<T>

§

type Pot = Pure<T>

§

type CraftingBench = Pure<T>

§

type Forge = Pure<T>

§

type Cauldron = Pure<T>

§

type Anvil = Pure<T>

§

type CookingPot = Pure<T>

§

type SpinningWheel = Pure<T>

§

type TanningRack = Pure<T>

§

type Loom = Pure<T>

§

type DismantlingBench = Pure<T>

§

type RepairBench = Pure<T>

§

type Chest = Pure<T>

§

type DungeonChest0 = Pure<T>

§

type DungeonChest1 = Pure<T>

§

type DungeonChest2 = Pure<T>

§

type DungeonChest3 = Pure<T>

§

type DungeonChest4 = Pure<T>

§

type DungeonChest5 = Pure<T>

§

type CoralChest = Pure<T>

§

type HaniwaUrn = Pure<T>

§

type TerracottaChest = Pure<T>

§

type CommonLockedChest = Pure<T>

§

type ChestBuried = Pure<T>

§

type Crate = Pure<T>

§

type Barrel = Pure<T>

§

type CrateBlock = Pure<T>

§

type HangingBasket = Pure<T>

§

type HangingSign = Pure<T>

§

type ChristmasOrnament = Pure<T>

§

type ChristmasWreath = Pure<T>

§

type WallLampWizard = Pure<T>

§

type WallLamp = Pure<T>

§

type WallLampSmall = Pure<T>

§

type WallSconce = Pure<T>

§

type DungeonWallDecor = Pure<T>

§

type Tent = Pure<T>

§

type Bedroll = Pure<T>

§

type BedrollSnow = Pure<T>

§

type BedrollPirate = Pure<T>

§

type Sign = Pure<T>

§

type Helm = Pure<T>

§

type Scarecrow = Pure<T>

§

type FountainArabic = Pure<T>

§

type Hearth = Pure<T>

§

type BarrelCactus = Pure<T>

§

type RoundCactus = Pure<T>

§

type ShortCactus = Pure<T>

§

type MedFlatCactus = Pure<T>

§

type ShortFlatCactus = Pure<T>

§

type LargeCactus = Pure<T>

§

type TallCactus = Pure<T>

§

type BlueFlower = Pure<T>

§

type PinkFlower = Pure<T>

§

type PurpleFlower = Pure<T>

§

type RedFlower = Pure<T>

§

type WhiteFlower = Pure<T>

§

type YellowFlower = Pure<T>

§

type Sunflower = Pure<T>

§

type Moonbell = Pure<T>

§

type Pyrebloom = Pure<T>

§

type LushFlower = Pure<T>

§

type LanternFlower = Pure<T>

§

type LongGrass = Pure<T>

§

type MediumGrass = Pure<T>

§

type ShortGrass = Pure<T>

§

type Fern = Pure<T>

§

type LargeGrass = Pure<T>

§

type GrassSnow = Pure<T>

§

type Reed = Pure<T>

§

type GrassBlue = Pure<T>

§

type SavannaGrass = Pure<T>

§

type TallSavannaGrass = Pure<T>

§

type RedSavannaGrass = Pure<T>

§

type SavannaBush = Pure<T>

§

type Welwitch = Pure<T>

§

type LeafyPlant = Pure<T>

§

type DeadBush = Pure<T>

§

type JungleFern = Pure<T>

§

type GrassBlueShort = Pure<T>

§

type GrassBlueMedium = Pure<T>

§

type GrassBlueLong = Pure<T>

§

type CavernLillypadBlue = Pure<T>

§

type EnsnaringVines = Pure<T>

§

type LillyPads = Pure<T>

§

type JungleLeafyPlant = Pure<T>

§

type JungleRedGrass = Pure<T>

§

type LanternPlant = Pure<T>

§

type SporeReed = Pure<T>

§

type DeadPlant = Pure<T>

§

type Corn = Pure<T>

§

type WheatYellow = Pure<T>

§

type WheatGreen = Pure<T>

§

type LingonBerry = Pure<T>

§

type Blueberry = Pure<T>

§

type Cabbage = Pure<T>

§

type Pumpkin = Pure<T>

§

type Carrot = Pure<T>

§

type Tomato = Pure<T>

§

type Radish = Pure<T>

§

type Turnip = Pure<T>

§

type Flax = Pure<T>

§

type Mushroom = Pure<T>

§

type CaveMushroom = Pure<T>

§

type Cotton = Pure<T>

§

type WildFlax = Pure<T>

§

type SewerMushroom = Pure<T>

§

type LushMushroom = Pure<T>

§

type RockyMushroom = Pure<T>

§

type GlowMushroom = Pure<T>

§

type StonyCoral = Pure<T>

§

type SoftCoral = Pure<T>

§

type SeaweedTemperate = Pure<T>

§

type SeaweedTropical = Pure<T>

§

type GiantKelp = Pure<T>

§

type BullKelp = Pure<T>

§

type WavyAlgae = Pure<T>

§

type SeaGrapes = Pure<T>

§

type MermaidsFan = Pure<T>

§

type SeaAnemone = Pure<T>

§

type Seagrass = Pure<T>

§

type RedAlgae = Pure<T>

§

type Liana = Pure<T>

§

type MycelBlue = Pure<T>

§

type CeilingMushroom = Pure<T>

§

type Mold = Pure<T>

§

type Root = Pure<T>

§

type CeilingLanternPlant = Pure<T>

§

type CeilingLanternFlower = Pure<T>

§

type CeilingJungleLeafyPlant = Pure<T>

§

type Amethyst = Pure<T>

§

type AmethystSmall = Pure<T>

§

type Ruby = Pure<T>

§

type RubySmall = Pure<T>

§

type Sapphire = Pure<T>

§

type SapphireSmall = Pure<T>

§

type Emerald = Pure<T>

§

type EmeraldSmall = Pure<T>

§

type Topaz = Pure<T>

§

type TopazSmall = Pure<T>

§

type Diamond = Pure<T>

§

type DiamondSmall = Pure<T>

§

type Bloodstone = Pure<T>

§

type Coal = Pure<T>

§

type Cobalt = Pure<T>

§

type Copper = Pure<T>

§

type Iron = Pure<T>

§

type Tin = Pure<T>

§

type Silver = Pure<T>

§

type Gold = Pure<T>

§

type Velorite = Pure<T>

§

type VeloriteFrag = Pure<T>

§

type Twigs = Pure<T>

§

type Wood = Pure<T>

§

type Bamboo = Pure<T>

§

type Hardwood = Pure<T>

§

type Ironwood = Pure<T>

§

type Frostwood = Pure<T>

§

type Eldwood = Pure<T>

§

type Apple = Pure<T>

§

type Coconut = Pure<T>

§

type Stones = Pure<T>

§

type Seashells = Pure<T>

§

type Beehive = Pure<T>

§

type Bowl = Pure<T>

§

type PotionMinor = Pure<T>

§

type PotionDummy = Pure<T>

§

type VialEmpty = Pure<T>

§

type Door = Pure<T>

§

type DoorDark = Pure<T>

§

type DoorWide = Pure<T>

§

type BoneKeyhole = Pure<T>

§

type BoneKeyDoor = Pure<T>

§

type Keyhole = Pure<T>

§

type KeyDoor = Pure<T>

§

type GlassKeyhole = Pure<T>

§

type KeyholeBars = Pure<T>

§

type HaniwaKeyDoor = Pure<T>

§

type HaniwaKeyhole = Pure<T>

§

type TerracottaKeyDoor = Pure<T>

§

type TerracottaKeyhole = Pure<T>

§

type Window1 = Pure<T>

§

type Window2 = Pure<T>

§

type Window3 = Pure<T>

§

type Window4 = Pure<T>

§

type WitchWindow = Pure<T>

§

type WindowArabic = Pure<T>

§

type GlassBarrier = Pure<T>

§

type SeaDecorBlock = Pure<T>

§

type CliffDecorBlock = Pure<T>

§

type MagicalBarrier = Pure<T>

§

type OneWayWall = Pure<T>

§

type SeaDecorWindowHor = Pure<T>

§

type SeaDecorWindowVer = Pure<T>

§

type DropGate = Pure<T>

§

type DropGateBottom = Pure<T>

§

type WoodBarricades = Pure<T>

§

type Rope = Pure<T>

§

type SeaDecorChain = Pure<T>

§

type IronSpike = Pure<T>

§

type DoorBars = Pure<T>

§

type HaniwaTrap = Pure<T>

§

type HaniwaTrapTriggered = Pure<T>

§

type TerracottaStatue = Pure<T>

§

type TerracottaBlock = Pure<T>

§

type Bones = Pure<T>

§

type IceCrystal = Pure<T>

§

type GlowIceCrystal = Pure<T>

§

type CrystalHigh = Pure<T>

§

type CrystalLow = Pure<T>

§

type UnderwaterVent = Pure<T>

§

type SeaUrchin = Pure<T>

§

type IceSpike = Pure<T>

§

type Mud = Pure<T>

§

type Orb = Pure<T>

§

type EnsnaringWeb = Pure<T>

§

type DiamondLight = Pure<T>

§

type Grave = Pure<T>

§

type Gravestone = Pure<T>

§

type MelonCut = Pure<T>

§

type ForgeTools = Pure<T>

§

type JugAndBowlArabic = Pure<T>

§

type JugArabic = Pure<T>

§

type DecorSetArabic = Pure<T>

§

type SepareArabic = Pure<T>

§

type Candle = Pure<T>

§

type SmithingTable = Pure<T>

§

type Forge0 = Pure<T>

§

type GearWheel0 = Pure<T>

§

type Quench0 = Pure<T>

§

type SeaDecorEmblem = Pure<T>

§

type SeaDecorPillar = Pure<T>

§

type MagicalSeal = Pure<T>

§

type Lantern = Pure<T>

§

type StreetLamp = Pure<T>

§

type StreetLampTall = Pure<T>

§

type SeashellLantern = Pure<T>

§

type FireBowlGround = Pure<T>

source§

impl<Target> PackedElim for WeakHead<SpriteKind, Target>
where WeakHead<Pure<Target>, Target>: SynthTyped<(), Target>,

§

type Empty = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type Ember = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type SmokeDummy = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type Bomb = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type FireBlock = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type Mine = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type HotSurface = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type CoatRack = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type Bed = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type Bench = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type ChairSingle = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type ChairDouble = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type DrawerLarge = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type DrawerMedium = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type DrawerSmall = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type TableSide = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type TableDining = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type TableDouble = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type WardrobeSingle = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type WardrobeDouble = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type BookshelfArabic = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type WallTableArabic = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type TableArabicLarge = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type TableArabicSmall = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type CupboardArabic = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type OvenArabic = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type CushionArabic = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type CanapeArabic = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type Shelf = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type Planter = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type Pot = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type CraftingBench = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type Forge = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type Cauldron = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type Anvil = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type CookingPot = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type SpinningWheel = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type TanningRack = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type Loom = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type DismantlingBench = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type RepairBench = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type Chest = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type DungeonChest0 = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type DungeonChest1 = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type DungeonChest2 = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type DungeonChest3 = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type DungeonChest4 = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type DungeonChest5 = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type CoralChest = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type HaniwaUrn = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type TerracottaChest = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type CommonLockedChest = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type ChestBuried = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type Crate = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type Barrel = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type CrateBlock = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type HangingBasket = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type HangingSign = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type ChristmasOrnament = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type ChristmasWreath = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type WallLampWizard = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type WallLamp = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type WallLampSmall = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type WallSconce = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type DungeonWallDecor = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type Tent = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type Bedroll = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type BedrollSnow = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type BedrollPirate = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type Sign = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type Helm = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type Scarecrow = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type FountainArabic = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type Hearth = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type BarrelCactus = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type RoundCactus = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type ShortCactus = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type MedFlatCactus = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type ShortFlatCactus = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type LargeCactus = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type TallCactus = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type BlueFlower = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type PinkFlower = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type PurpleFlower = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type RedFlower = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type WhiteFlower = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type YellowFlower = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type Sunflower = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type Moonbell = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type Pyrebloom = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type LushFlower = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type LanternFlower = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type LongGrass = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type MediumGrass = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type ShortGrass = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type Fern = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type LargeGrass = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type GrassSnow = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type Reed = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type GrassBlue = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type SavannaGrass = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type TallSavannaGrass = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type RedSavannaGrass = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type SavannaBush = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type Welwitch = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type LeafyPlant = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type DeadBush = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type JungleFern = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type GrassBlueShort = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type GrassBlueMedium = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type GrassBlueLong = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type CavernLillypadBlue = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type EnsnaringVines = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type LillyPads = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type JungleLeafyPlant = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type JungleRedGrass = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type LanternPlant = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type SporeReed = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type DeadPlant = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type Corn = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type WheatYellow = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type WheatGreen = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type LingonBerry = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type Blueberry = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type Cabbage = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type Pumpkin = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type Carrot = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type Tomato = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type Radish = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type Turnip = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type Flax = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type Mushroom = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type CaveMushroom = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type Cotton = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type WildFlax = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type SewerMushroom = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type LushMushroom = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type RockyMushroom = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type GlowMushroom = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type StonyCoral = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type SoftCoral = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type SeaweedTemperate = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type SeaweedTropical = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type GiantKelp = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type BullKelp = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type WavyAlgae = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type SeaGrapes = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type MermaidsFan = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type SeaAnemone = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type Seagrass = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type RedAlgae = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type Liana = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type MycelBlue = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type CeilingMushroom = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type Mold = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type Root = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type CeilingLanternPlant = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type CeilingLanternFlower = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type CeilingJungleLeafyPlant = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type Amethyst = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type AmethystSmall = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type Ruby = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type RubySmall = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type Sapphire = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type SapphireSmall = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type Emerald = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type EmeraldSmall = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type Topaz = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type TopazSmall = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type Diamond = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type DiamondSmall = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type Bloodstone = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type Coal = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type Cobalt = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type Copper = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type Iron = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type Tin = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type Silver = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type Gold = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type Velorite = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type VeloriteFrag = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type Twigs = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type Wood = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type Bamboo = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type Hardwood = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type Ironwood = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type Frostwood = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type Eldwood = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type Apple = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type Coconut = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type Stones = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type Seashells = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type Beehive = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type Bowl = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type PotionMinor = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type PotionDummy = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type VialEmpty = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type Door = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type DoorDark = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type DoorWide = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type BoneKeyhole = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type BoneKeyDoor = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type Keyhole = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type KeyDoor = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type GlassKeyhole = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type KeyholeBars = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type HaniwaKeyDoor = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type HaniwaKeyhole = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type TerracottaKeyDoor = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type TerracottaKeyhole = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type Window1 = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type Window2 = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type Window3 = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type Window4 = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type WitchWindow = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type WindowArabic = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type GlassBarrier = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type SeaDecorBlock = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type CliffDecorBlock = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type MagicalBarrier = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type OneWayWall = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type SeaDecorWindowHor = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type SeaDecorWindowVer = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type DropGate = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type DropGateBottom = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type WoodBarricades = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type Rope = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type SeaDecorChain = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type IronSpike = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type DoorBars = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type HaniwaTrap = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type HaniwaTrapTriggered = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type TerracottaStatue = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type TerracottaBlock = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type Bones = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type IceCrystal = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type GlowIceCrystal = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type CrystalHigh = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type CrystalLow = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type UnderwaterVent = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type SeaUrchin = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type IceSpike = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type Mud = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type Orb = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type EnsnaringWeb = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type DiamondLight = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type Grave = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type Gravestone = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type MelonCut = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type ForgeTools = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type JugAndBowlArabic = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type JugArabic = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type DecorSetArabic = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type SepareArabic = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type Candle = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type SmithingTable = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type Forge0 = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type GearWheel0 = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type Quench0 = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type SeaDecorEmblem = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type SeaDecorPillar = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type MagicalSeal = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type Lantern = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type StreetLamp = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type StreetLampTall = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type SeashellLantern = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr

§

type FireBowlGround = <WeakHead<Pure<Target>, Target> as SynthTyped<(), Target>>::Expr