local fn = _gn(0x05983472F0494E60)
--- p0 could be type (valueused in scripts: 14, 7, 5, 3, 11)
-- p1 is a return from get_player_ped() in am_gang_call.c, but player_ped_id() in other (non am) scripts.
-- p3 is usually 0f or 3f
-- =====================================================
-- enum IncidentTypes
-- {
-- FireDepartment = 3,
-- Paramedics = 5,
-- Police = 7,
-- PedsInCavalcades = 11,
-- Merryweather = 14
-- };
-- As for the 'police' incident, it will call police cars to you, but unlike PedsInCavalcades & Merryweather they won't start shooting at you unless you shoot first or shoot at them. The top 2 however seem to cancel theirselves if there is noone dead around you or a fire. I only figured them out as I found out the 3rd param is definately the amountOfPeople and they called incident 3 in scripts with 4 people (which the firetruck has) and incident 5 with 2 people (which the ambulence has). The 4 param I cant say is radius, but for the pedsInCavalcades and Merryweather R* uses 0.0f and for the top 3 (Emergency Services) they use 3.0f.
-- Side Note: It seems calling the pedsInCavalcades or Merryweather then removing it seems to break you from calling the EmergencyEvents and I also believe pedsInCavalcades. (The V cavalcades of course not IV).
-- Side Note 2: I say it breaks as if you call this proper,
-- if(CREATE_INCIDENT) etc it will return false if you do as I said above.
-- =====================================================
-- ```
-- ```
-- NativeDB Added Parameter 6: Any p5
-- NativeDB Added Parameter 7: Any p6
function Global.CreateIncidentWithEntity(dispatchService, ped, numUnits, radius, outIncidentID)
	return _in2(fn, dispatchService, ped, numUnits, radius, _ii(outIncidentID) --[[ may be optional ]], _r)
end
