SET_GPS_DISABLED_ZONE_AT_INDEX(float x1, float y1, float z1, float x2, float y2, float z2, int index)
SET_IGNORE_NO_GPS_FLAG(BOOL toggle)
_SET_IGNORE_SECONDARY_ROUTE_NODES(BOOL toggle)
SET_PED_PATHS_BACK_TO_ORIGINAL(Any p0, Any p1, Any p2, Any p3, Any p4, Any p5)
SET_PED_PATHS_IN_AREA(float x1, float y1, float z1, float x2, float y2, float z2, BOOL unknown)
SET_ROADS_BACK_TO_ORIGINAL(float p0, float p1, float p2, float p3, float p4, float p5)
SET_ROADS_BACK_TO_ORIGINAL_IN_ANGLED_AREA(float x1, float y1, float z1, float x2, float y2, float z2, float width)
SET_ROADS_IN_ANGLED_AREA(float x1, float y1, float z1, float x2, float y2, float z2, float width, BOOL unknown1, BOOL unknown2, BOOL unknown3)
SET_ROADS_IN_AREA(float x1, float y1, float z1, float x2, float y2, float z2, BOOL nodeEnabled, BOOL unknown2)
UPDATE_NAVMESH_BLOCKING_OBJECT(Any p0, float p1, float p2, float p3, float p4, float p5, float p6, float p7, Any p8)
0xAA76052DDA9BFC3E(Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6)
Namespace: PED
ADD_ARMOUR_TO_PED(Ped ped, int amount)
ADD_PED_DECORATION_FROM_HASHES(Ped ped, Hash collection, Hash overlay)
ADD_PED_DECORATION_FROM_HASHES_IN_CORONA(Ped ped, Hash collection, Hash overlay)
ADD_RELATIONSHIP_GROUP(char* name, Hash* groupHash)
ADD_SCENARIO_BLOCKING_AREA(float x1, float y1, float z1, float x2, float y2, float z2, BOOL p6, BOOL p7, BOOL p8, BOOL p9)
APPLY_DAMAGE_TO_PED(Ped ped, int damageAmount, BOOL armorFirst)
APPLY_PED_BLOOD(Ped ped, int boneIndex, float xRot, float yRot, float zRot, char* woundType)
APPLY_PED_BLOOD_BY_ZONE(Ped ped, Any p1, float p2, float p3, Any* p4)
APPLY_PED_BLOOD_DAMAGE_BY_ZONE(Ped ped, Any p1, float p2, float p3, Any p4)
APPLY_PED_BLOOD_SPECIFIC(Ped ped, int component, float u, float v, float rotation, float scale, int forcedFrame, float preAge, char* bloodName)
APPLY_PED_DAMAGE_DECAL(Ped ped, int damageZone, float xOffset, float yOffset, float heading, float scale, float alpha, int variation, BOOL fadeIn, char* decalName)
APPLY_PED_DAMAGE_PACK(Ped ped, char* damagePack, float damage, float mult)
ATTACH_SYNCHRONIZED_SCENE_TO_ENTITY(int sceneID, Entity entity, int boneIndex)
_BLOCK_PED_DEAD_BODY_SHOCKING_EVENTS(Ped ped, BOOL toggle)
CAN_CREATE_RANDOM_BIKE_RIDER
CAN_CREATE_RANDOM_COPS
CAN_CREATE_RANDOM_DRIVER
CAN_CREATE_RANDOM_PED(BOOL unk)
CAN_KNOCK_PED_OFF_VEHICLE(Ped ped)
CAN_PED_IN_COMBAT_SEE_TARGET(Ped ped, Ped target)
CAN_PED_RAGDOLL(Ped ped)
CAN_PED_SEE_HATED_PED(Ped ped1, Ped ped2)
CLEAR_ALL_PED_PROPS(Ped ped)