NET_TO_VEH(int netHandle)
_NETWORK_ACCEPT_INVITE
NETWORK_ACCEPT_PRESENCE_INVITE(Any p0)
NETWORK_ACCESS_TUNABLE_BOOL(char* tunableContext, char* tunableName)
NETWORK_ACCESS_TUNABLE_BOOL_HASH(Hash tunableContext, Hash tunableName)
NETWORK_ACCESS_TUNABLE_FLOAT(char* tunableContext, char* tunableName, float* value)
NETWORK_ACCESS_TUNABLE_FLOAT_HASH(Hash tunableContext, Hash tunableName, float* value)
NETWORK_ACCESS_TUNABLE_INT(char* tunableContext, char* tunableName, int* value)
NETWORK_ACCESS_TUNABLE_INT_HASH(Hash tunableContext, Hash tunableName, int* value)
NETWORK_ACTION_FOLLOW_INVITE
NETWORK_ADD_ENTITY_ANGLED_AREA(float x1, float y1, float z1, float x2, float y2, float z2, float width)
NETWORK_ADD_ENTITY_AREA(float p0, float p1, float p2, float p3, float p4, float p5)
NETWORK_ADD_ENTITY_DISPLAYED_BOUNDARIES(float p0, float p1, float p2, float p3, float p4, float p5)
NETWORK_ADD_ENTITY_TO_SYNCHRONISED_SCENE(Entity entity, int netScene, char* animDict, char* animName, float speed, float speedMulitiplier, int flag)
NETWORK_ADD_FOLLOWERS(int* p0, int p1)
NETWORK_ADD_FRIEND(int* networkHandle, char* message)
NETWORK_ADD_PED_TO_SYNCHRONISED_SCENE(Ped ped, int netScene, char* animDict, char* animnName, float blendInSpeed, float blendOutSpeed, int duration, int flag, float playbackRate, Any p9)
NETWORK_ADD_SYNCHRONISED_SCENE_CAMERA(int netScene, char* animDict, char* animName)
_NETWORK_ALLOCATE_TUNABLES_REGISTRATION_DATA_MAP
_NETWORK_ALLOW_LOCAL_ENTITY_ATTACHMENT(Entity entity, BOOL toggle)
NETWORK_AM_I_BLOCKED_BY_GAMER(Any* networkHandle)
NETWORK_AM_I_BLOCKED_BY_PLAYER(Player player)
NETWORK_AM_I_MUTED_BY_GAMER(Any* networkHandle)
NETWORK_AM_I_MUTED_BY_PLAYER(Player player)
NETWORK_APPLY_CACHED_PLAYER_HEAD_BLEND_DATA(Ped ped, Player player)
NETWORK_APPLY_PED_SCAR_DATA(Ped ped, int p1)
NETWORK_APPLY_TRANSITION_PARAMETER(int p0, int p1)
NETWORK_APPLY_TRANSITION_PARAMETER_STRING(int p0, char* string, BOOL p2)
NETWORK_APPLY_VOICE_PROXIMITY_OVERRIDE(float x, float y, float z)
_NETWORK_ARE_CUTSCENE_ENTITIES
NETWORK_ARE_HANDLES_THE_SAME(int* netHandle1, int* netHandle2)
NETWORK_ARE_SOCIAL_CLUB_POLICIES_CURRENT
NETWORK_ARE_TRANSITION_DETAILS_VALID(Any p0)
NETWORK_ATTACH_SYNCHRONISED_SCENE_TO_ENTITY(int netScene, Entity entity, int bone)
NETWORK_BAIL