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 _in2(fn, x1, y1, z1, x2, y2, z2, x3, y3, z3, x4, y4, z4, camX, camY, camZ, unk1, unk2, unk3, _ri)
end
