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)
GET_ENTITY_ANIM_TOTAL_TIME(Entity entity, char* animDict, char* animName)
GET_ENTITY_ATTACHED_TO(Entity entity)
_GET_ENTITY_BONE_COUNT(Entity entity)
GET_ENTITY_BONE_INDEX_BY_NAME(Entity entity, char* boneName)
_GET_ENTITY_BONE_POSITION_2(Entity entity, int boneIndex)
_GET_ENTITY_BONE_ROTATION(Entity entity, int boneIndex)
_GET_ENTITY_BONE_ROTATION_LOCAL(Entity entity, int boneIndex)
GET_ENTITY_CAN_BE_DAMAGED(Entity entity)
GET_ENTITY_COLLISION_DISABLED(Entity entity)
GET_ENTITY_COORDS(Entity entity, BOOL alive)
GET_ENTITY_FORWARD_VECTOR(Entity entity)
GET_ENTITY_FORWARD_X(Entity entity)
GET_ENTITY_FORWARD_Y(Entity entity)
GET_ENTITY_HEADING(Entity entity)
GET_ENTITY_HEALTH(Entity entity)
GET_ENTITY_HEIGHT(Entity entity, float X, float Y, float Z, BOOL atTop, BOOL inWorldCoords)
GET_ENTITY_HEIGHT_ABOVE_GROUND(Entity entity)
GET_ENTITY_LOD_DIST(Entity entity)
GET_ENTITY_MATRIX(Entity entity, Vector3* forwardVector, Vector3* rightVector, Vector3* upVector, Vector3* position)
GET_ENTITY_MAX_HEALTH(Entity entity)
GET_ENTITY_MODEL(Entity entity)
_GET_ENTITY_PHYSICS_HEADING(Entity entity)
_GET_ENTITY_PICKUP(Entity entity, Hash modelHash)
GET_ENTITY_PITCH(Entity entity)
GET_ENTITY_POPULATION_TYPE(Entity entity)
_GET_ENTITY_PROOFS(Entity entity, BOOL* bulletProof, BOOL* fireProof, BOOL* explosionProof, BOOL* collisionProof, BOOL* meleeProof, BOOL* steamProof, BOOL* p7, BOOL* drownProof)
GET_ENTITY_QUATERNION(Entity entity, float* x, float* y, float* z, float* w)
GET_ENTITY_ROLL(Entity entity)
GET_ENTITY_ROTATION(Entity entity, int rotationOrder)
GET_ENTITY_ROTATION_VELOCITY(Entity entity)