IS_VEHICLE_STUCK_TIMER_UP(Vehicle vehicle, int p1, int p2)
IS_VEHICLE_TYRE_BURST(Vehicle vehicle, int wheelID, BOOL completely)
IS_VEHICLE_VISIBLE(Vehicle vehicle)
_IS_VEHICLE_WEAPON_DISABLED(Hash weaponHash, Vehicle vehicle, Ped owner)
IS_VEHICLE_WINDOW_INTACT(Vehicle vehicle, int windowIndex)
LOWER_CONVERTIBLE_ROOF(Vehicle vehicle, BOOL instantlyLower)
_LOWER_RETRACTABLE_WHEELS(Vehicle vehicle)
MODIFY_VEHICLE_TOP_SPEED(Vehicle vehicle, float value)
_NETWORK_USE_HIGH_PRECISION_VEHICLE_BLENDING(Vehicle vehicle, BOOL toggle)
OPEN_BOMB_BAY_DOORS(Vehicle vehicle)
PAUSE_PLAYBACK_RECORDED_VEHICLE(Vehicle vehicle)
POP_OUT_VEHICLE_WINDSCREEN(Vehicle vehicle)
PRELOAD_VEHICLE_MOD(Any p0, int modType, Any p2)
RAISE_CONVERTIBLE_ROOF(Vehicle vehicle, BOOL instantlyRaise)
_RAISE_RETRACTABLE_WHEELS(Vehicle vehicle)
RELEASE_PRELOAD_MODS(Vehicle vehicle)
REMOVE_PICK_UP_ROPE_FOR_CARGOBOB(Vehicle cargobob)
REMOVE_ROAD_NODE_SPEED_ZONE(int speedzone)
REMOVE_VEHICLE_ASSET(int vehicleAsset)
REMOVE_VEHICLE_COMBAT_AVOIDANCE_AREA(Any p0)
REMOVE_VEHICLE_HIGH_DETAIL_MODEL(Vehicle vehicle)
REMOVE_VEHICLE_MOD(Vehicle vehicle, int modType)
REMOVE_VEHICLE_RECORDING(int recording, char* script)
_REMOVE_VEHICLE_SHADOW_EFFECT(Vehicle vehicle)
REMOVE_VEHICLE_STUCK_CHECK(Vehicle vehicle)
REMOVE_VEHICLE_UPSIDEDOWN_CHECK(Vehicle vehicle)
REMOVE_VEHICLE_WINDOW(Vehicle vehicle, int windowIndex)
REMOVE_VEHICLES_FROM_GENERATORS_IN_AREA(float x1, float y1, float z1, float x2, float y2, float z2, Any unk)
REQUEST_VEHICLE_ASSET(Hash vehicleHash, int vehicleAsset)
_REQUEST_VEHICLE_DASHBOARD_SCALEFORM_MOVIE(Vehicle vehicle)
REQUEST_VEHICLE_HIGH_DETAIL_MODEL(Vehicle vehicle)
REQUEST_VEHICLE_RECORDING(int recording, char* script)
RESET_VEHICLE_STUCK_TIMER(Vehicle vehicle, int nullAttributes)
RESET_VEHICLE_WHEELS(Vehicle vehicle, BOOL toggle)
ROLL_DOWN_WINDOW(Vehicle vehicle, int windowIndex)