ON_ENTER_MP
ON_ENTER_SP
0x241FCA5B1AA14F75
0x9489659372A81585
0xA213B11DFF526300
0xC4637A6D03C24CC3
0xF2E07819EF1A5289
Namespace: ENTITY
APPLY_FORCE_TO_ENTITY(Entity entity, int forceType, float x, float y, float z, float offX, float offY, float offZ, int boneIndex, BOOL isDirectionRel, BOOL ignoreUpVec, BOOL isForceRel, BOOL p12, BOOL p13)
APPLY_FORCE_TO_ENTITY_CENTER_OF_MASS(Entity entity, int forceType, float x, float y, float z, BOOL p5, BOOL isDirectionRel, BOOL isForceRel, BOOL p8)
_ATTACH_ENTITY_BONE_TO_ENTITY_BONE(Entity entity1, Entity entity2, int entityBone, int entityBone2, BOOL p4, BOOL p5)
_ATTACH_ENTITY_BONE_TO_ENTITY_BONE_PHYSICALLY(Entity entity1, Entity entity2, int entityBone, int entityBone2, BOOL p4, BOOL p5)
ATTACH_ENTITY_TO_ENTITY(Entity entity1, Entity entity2, int boneIndex, float xPos, float yPos, float zPos, float xRot, float yRot, float zRot, BOOL p9, BOOL useSoftPinning, BOOL collision, BOOL isPed, int rotationOrder, BOOL syncRot)
ATTACH_ENTITY_TO_ENTITY_PHYSICALLY(Entity entity1, Entity entity2, int boneIndex1, int boneIndex2, float xPos1, float yPos1, float zPos1, float xPos2, float yPos2, float zPos2, float xRot, float yRot, float zRot, float breakForce, BOOL fixedRot, BOOL p15, BOOL collision, BOOL teleport, int p18)
CLEAR_ENTITY_LAST_DAMAGE_ENTITY(Entity entity)
CREATE_FORCED_OBJECT(float x, float y, float z, Any p3, Hash modelHash, BOOL p5)
CREATE_MODEL_HIDE(float x, float y, float z, float radius, Hash model, BOOL p5)
CREATE_MODEL_HIDE_EXCLUDING_SCRIPT_OBJECTS(float x, float y, float z, float radius, Hash model, BOOL p5)
CREATE_MODEL_SWAP(float x, float y, float z, float radius, Hash originalModel, Hash newModel, BOOL p6)
DELETE_ENTITY(Entity* entity)
DETACH_ENTITY(Entity entity, BOOL dynamic, BOOL collision)
DOES_ENTITY_BELONG_TO_THIS_SCRIPT(Entity entity, BOOL p2)
DOES_ENTITY_EXIST(Entity entity)
_DOES_ENTITY_HAVE_ANIM_DIRECTOR(Entity entity)
DOES_ENTITY_HAVE_DRAWABLE(Entity entity)
DOES_ENTITY_HAVE_PHYSICS(Entity entity)
_DOES_ENTITY_HAVE_SKELETON_DATA(Entity entity)
_ENABLE_ENTITY_UNK(Entity entity)
FIND_ANIM_EVENT_PHASE(char* animDictionary, char* animName, char* p2, Any* p3, Any* p4)
FORCE_ENTITY_AI_AND_ANIMATION_UPDATE(Entity entity)
FREEZE_ENTITY_POSITION(Entity entity, BOOL toggle)
GET_ANIM_DURATION(char* animDict, char* animName)
GET_COLLISION_NORMAL_OF_LAST_HIT_FOR_ENTITY(Entity entity)
GET_ENTITY_ALPHA(Entity entity)
GET_ENTITY_ANIM_CURRENT_TIME(Entity entity, char* animDict, char* animName)