local fn = _gn(0x1A992DA297A4630C)
--- See description of [`ADD_STUNT_JUMP_ANGLED`](#\_0xBBE5D803A5360CBF) for detailed info. The only difference really is this one does not have the radius (or angle, not sure) floats parameters for entry and landing zones.
-- @param x1 Jump entry left far bottom corner coordinate X.
-- @param y1 Jump entry left far bottom corner coordinate Y.
-- @param z1 Jump entry left far bottom corner coordinate Z.
-- @param x2 Jump entry right near top corner coordinate X.
-- @param y2 Jump entry right near top corner coordinate Y.
-- @param z2 Jump entry right near top corner coordinate Z.
-- @param x3 Landing zone end coordinate X.
-- @param y3 Landing zone end coordinate Y.
-- @param z3 Landing zone end coordinate Z.
-- @param x4 Landing zone start coordinate X.
-- @param y4 Landing zone start coordinate Y.
-- @param z4 Landing zone start coordinate Z.
-- @param camX Stuntcam (cinematic) coordinate x.
-- @param camY Stuntcam (cinematic) coordinate y.
-- @param camZ Stuntcam (cinematic) coordinate z.
-- @param unk1 Unknown, always 150.
-- @param unk2 Unknown, always 0.
-- @param unk3 Unknown, always 0.
-- @return The ID of the stunt jump that was added.
function Global.AddStuntJump(x1, y1, z1, x2, y2, z2, x3, y3, z3, x4, y4, z4, camX, camY, camZ, unk1, unk2, unk3)
	return fn(x1, y1, z1, x2, y2, z2, x3, y3, z3, x4, y4, z4, camX, camY, camZ, unk1, unk2, unk3, _ri)
end
