GET_RAYFIRE_MAP_OBJECT(float x, float y, float z, float radius, char* name)
GET_RAYFIRE_MAP_OBJECT_ANIM_PHASE(Object object)
GET_SAFE_PICKUP_COORDS(float x, float y, float z, float p3, float p4)
GET_STATE_OF_CLOSEST_DOOR_OF_TYPE(Hash type, float x, float y, float z, BOOL* locked, float* heading)
GET_STATE_OF_RAYFIRE_MAP_OBJECT(Object object)
GET_WEAPON_TYPE_FROM_PICKUP_TYPE(Hash pickupHash)
HAS_CLOSEST_OBJECT_OF_TYPE_BEEN_BROKEN(float p0, float p1, float p2, float p3, Hash modelHash, Any p5)
HAS_CLOSEST_OBJECT_OF_TYPE_BEEN_COMPLETELY_DESTROYED(float x, float y, float z, float radius, Hash modelHash, BOOL p5)
HAS_OBJECT_BEEN_BROKEN(Object object)
HAS_PICKUP_BEEN_COLLECTED(Pickup pickup)
HIDE_PORTABLE_PICKUP_WHEN_DETACHED(Pickup pickup, BOOL toggle)
IS_ANY_ENTITY_ENTIRELY_INSIDE_GARAGE(Hash garageHash, BOOL p1, BOOL p2, BOOL p3, Any p4)
IS_ANY_OBJECT_NEAR_POINT(float x, float y, float z, float range, BOOL p4)
IS_DOOR_CLOSED(Hash doorHash)
IS_DOOR_REGISTERED_WITH_SYSTEM(Hash doorHash)
IS_GARAGE_EMPTY(Hash garageHash, BOOL p1, int p2)
IS_OBJECT_A_PICKUP(Object object)
IS_OBJECT_A_PORTABLE_PICKUP(Object object)
IS_OBJECT_ENTIRELY_INSIDE_GARAGE(Hash garageHash, Entity entity, float p2, int p3)
IS_OBJECT_NEAR_POINT(Hash objectHash, float x, float y, float z, float range)
IS_OBJECT_PARTIALLY_INSIDE_GARAGE(Hash garageHash, Entity entity, int p2)
IS_OBJECT_VISIBLE(Object object)
IS_PICKUP_WEAPON_OBJECT_VALID(Object object)
IS_PLAYER_ENTIRELY_INSIDE_GARAGE(Hash garageHash, Player player, float p2, int p3)
IS_PLAYER_PARTIALLY_INSIDE_GARAGE(Hash garageHash, Player player, int p2)
IS_POINT_IN_ANGLED_AREA(float xPos, float yPos, float zPos, float x1, float y1, float z1, float x2, float y2, float z2, float width, BOOL p10, BOOL includez)
_MARK_OBJECT_FOR_DELETION(Object object)
PLACE_OBJECT_ON_GROUND_PROPERLY(Object object)
_PLACE_OBJECT_ON_GROUND_PROPERLY_2(Object object)
PREVENT_COLLECTION_OF_PORTABLE_PICKUP(Object object, BOOL p1, BOOL p2)
REMOVE_ALL_PICKUPS_OF_TYPE(Hash pickupHash)
REMOVE_DOOR_FROM_SYSTEM(Hash doorHash)
REMOVE_OBJECT_HIGH_DETAIL_MODEL(Object object)
REMOVE_PICKUP(Pickup pickup)
RENDER_FAKE_PICKUP_GLOW(float x, float y, float z, int colorIndex)