GET_NUM_TATTOO_SHOP_DLC_ITEMS(int character)
GET_SHOP_PED_APPAREL_FORCED_COMPONENT_COUNT(Hash componentHash)
GET_SHOP_PED_APPAREL_FORCED_PROP_COUNT(Hash componentHash)
GET_SHOP_PED_APPAREL_VARIANT_COMPONENT_COUNT(Hash componentHash)
_GET_SHOP_PED_APPAREL_VARIANT_PROP_COUNT(Hash propHash)
GET_SHOP_PED_COMPONENT(Hash componentHash, Any* outComponent)
GET_SHOP_PED_OUTFIT(Any p0, Any* p1)
GET_SHOP_PED_OUTFIT_COMPONENT_VARIANT(Hash outfit, int slot, Any* outComponentVariant)
GET_SHOP_PED_OUTFIT_LOCATE(Any p0)
GET_SHOP_PED_OUTFIT_PROP_VARIANT(Hash outfitHash, int variantIndex, Any* outPropVariant)
GET_SHOP_PED_PROP(Hash componentHash, Any* outProp)
GET_SHOP_PED_QUERY_COMPONENT(int componentId, int* outComponent)
GET_SHOP_PED_QUERY_OUTFIT(int outfitIndex, Any* outfit)
GET_SHOP_PED_QUERY_PROP(int componentId, Any* outProp)
GET_TATTOO_SHOP_DLC_ITEM_DATA(int characterType, int decorationIndex, Any* outComponent)
GET_TATTOO_SHOP_DLC_ITEM_INDEX(int character, int collection, int preset)
GET_VARIANT_COMPONENT(Hash componentHash, int variantComponentIndex, Hash* nameHash, int* enumValue, int* componentType)
_GET_VARIANT_PROP(Hash componentHash, int variantPropIndex, Hash* nameHash, int* enumValue, int* anchorPoint)
INIT_SHOP_PED_COMPONENT(int* outComponent)
INIT_SHOP_PED_PROP(int* outProp)
IS_CONTENT_ITEM_LOCKED(Hash itemHash)
IS_DLC_VEHICLE_MOD(Hash hash)
_LOAD_CONTENT_CHANGE_SET_GROUP(Hash hash)
SETUP_SHOP_PED_APPAREL_QUERY(int p0, int p1, int p2, int p3)
SETUP_SHOP_PED_APPAREL_QUERY_TU(int character, int p1, int p2, BOOL p3, int p4, int componentId)
SETUP_SHOP_PED_OUTFIT_QUERY(int character, BOOL p1)
_UNLOAD_CONTENT_CHANGE_SET_GROUP(Hash hash)
0x6CEBE002E58DEE97(Hash componentHash)
0x96E2929292A4DB77(Hash componentHash)
Namespace: FIRE
ADD_EXPLOSION(float x, float y, float z, int explosionType, float damageScale, BOOL isAudible, BOOL isInvisible, float cameraShake)
ADD_EXPLOSION_WITH_USER_VFX(float x, float y, float z, int explosionType, Hash explosionFx, float damageScale, BOOL isAudible, BOOL isInvisible, float cameraShake)
ADD_OWNED_EXPLOSION(Ped ped, float x, float y, float z, int explosionType, float damageScale, BOOL isAudible, BOOL isInvisible, float cameraShake)
GET_CLOSEST_FIRE_POS(Vector3* outPosition, float x, float y, float z)
_GET_ENTITY_INSIDE_EXPLOSION_AREA(int explosionType, float x1, float y1, float z1, float x2, float y2, float z2, float radius)