CREATE_RANDOM_PED_AS_DRIVER(Vehicle vehicle, BOOL returnHandle)
CREATE_SYNCHRONIZED_SCENE(float x, float y, float z, float roll, float pitch, float yaw, int p6)
_CREATE_SYNCHRONIZED_SCENE_2(float x, float y, float z, float radius, Hash object)
DELETE_PED(Ped* ped)
DETACH_SYNCHRONIZED_SCENE(int sceneID)
DISABLE_HEAD_BLEND_PALETTE_COLOR(Ped ped)
DISABLE_PED_HEATSCALE_OVERRIDE(Ped ped)
DOES_GROUP_EXIST(int groupId)
_DOES_RELATIONSHIP_GROUP_EXIST(Hash groupHash)
_DOES_SCENARIO_BLOCKING_AREA_EXIST(float x1, float y1, float z1, float x2, float y2, float z2)
DROP_AMBIENT_PROP(Ped ped)
EXPLODE_PED_HEAD(Ped ped, Hash weaponHash)
FINALIZE_HEAD_BLEND(Ped ped)
FORCE_PED_AI_AND_ANIMATION_UPDATE(Ped ped, BOOL p1, BOOL p2)
FORCE_PED_MOTION_STATE(Ped ped, Hash motionStateHash, BOOL p2, int p3, BOOL p4)
FORCE_PED_TO_OPEN_PARACHUTE(Ped ped)
_FREEZE_PED_CAMERA_ROTATION(Ped ped)
GET_ANIM_INITIAL_OFFSET_POSITION(char* animDict, char* animName, float x, float y, float z, float xRot, float yRot, float zRot, float p8, int p9)
GET_ANIM_INITIAL_OFFSET_ROTATION(char* animDict, char* animName, float x, float y, float z, float xRot, float yRot, float zRot, float p8, int p9)
GET_CLOSEST_PED(float x, float y, float z, float radius, BOOL p4, BOOL p5, Ped* outPed, BOOL p7, BOOL p8, int pedType)
GET_COMBAT_FLOAT(Ped ped, int p1)
GET_DEAD_PED_PICKUP_COORDS(Ped ped, float p1, float p2)
GET_GROUP_SIZE(int groupID, Any* unknown, int* sizeInMembers)
GET_JACK_TARGET(Ped ped)
GET_MELEE_TARGET_FOR_PED(Ped ped)
GET_MOUNT(Ped ped)
_GET_NUM_HAIR_COLORS
_GET_NUM_MAKEUP_COLORS
GET_NUMBER_OF_PED_DRAWABLE_VARIATIONS(Ped ped, int componentId)
GET_NUMBER_OF_PED_PROP_DRAWABLE_VARIATIONS(Ped ped, int propId)
GET_NUMBER_OF_PED_PROP_TEXTURE_VARIATIONS(Ped ped, int propId, int drawableId)
GET_NUMBER_OF_PED_TEXTURE_VARIATIONS(Ped ped, int componentId, int drawableId)
GET_PED_ACCURACY(Ped ped)
GET_PED_ALERTNESS(Ped ped)
GET_PED_ARMOUR(Ped ped)