_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)
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)