IS_ENTITY_IN_ANGLED_AREA(Entity entity, float x1, float y1, float z1, float x2, float y2, float z2, float width, BOOL debug, BOOL includez, Any p10)
IS_ENTITY_IN_AREA(Entity entity, float x1, float y1, float z1, float x2, float y2, float z2, BOOL p7, BOOL p8, Any p9)
IS_ENTITY_IN_WATER(Entity entity)
IS_ENTITY_IN_ZONE(Entity entity, char* zone)
IS_ENTITY_OCCLUDED(Entity entity)
IS_ENTITY_ON_SCREEN(Entity entity)
IS_ENTITY_PLAYING_ANIM(Entity entity, char* animDict, char* animName, int taskFlag)
IS_ENTITY_STATIC(Entity entity)
IS_ENTITY_TOUCHING_ENTITY(Entity entity, Entity targetEntity)
IS_ENTITY_TOUCHING_MODEL(Entity entity, Hash modelHash)
IS_ENTITY_UPRIGHT(Entity entity, float angle)
IS_ENTITY_UPSIDEDOWN(Entity entity)
IS_ENTITY_VISIBLE(Entity entity)
IS_ENTITY_VISIBLE_TO_SCRIPT(Entity entity)
IS_ENTITY_WAITING_FOR_WORLD_COLLISION(Entity entity)
PLAY_ENTITY_ANIM(Entity entity, char* animName, char* animDict, float p3, BOOL loop, BOOL stayInAnim, BOOL p6, float delta, Any bitset)
PLAY_SYNCHRONIZED_ENTITY_ANIM(Entity entity, int syncedScene, char* animation, char* propName, float p4, float p5, Any p6, float p7)
PLAY_SYNCHRONIZED_MAP_ENTITY_ANIM(float p0, float p1, float p2, float p3, Any p4, Any p5, Any* p6, Any* p7, float p8, float p9, Any p10, float p11)
PROCESS_ENTITY_ATTACHMENTS(Entity entity)
REMOVE_FORCED_OBJECT(Any p0, Any p1, Any p2, Any p3, Any p4)
REMOVE_MODEL_HIDE(float x, float y, float z, float radius, Hash model, BOOL p5)
REMOVE_MODEL_SWAP(float x, float y, float z, float radius, Hash originalModel, Hash newModel, BOOL p6)
RESET_ENTITY_ALPHA(Entity entity)
SET_CAN_AUTO_VAULT_ON_ENTITY(Entity entity, BOOL toggle)
SET_CAN_CLIMB_ON_ENTITY(Entity entity, BOOL toggle)
SET_ENTITY_ALPHA(Entity entity, int alphaLevel, BOOL skin)
SET_ENTITY_ALWAYS_PRERENDER(Entity entity, BOOL toggle)
_SET_ENTITY_ANGULAR_VELOCITY(Entity entity, float x, float y, float z)
SET_ENTITY_ANIM_CURRENT_TIME(Entity entity, char* animDictionary, char* animName, float time)
SET_ENTITY_ANIM_SPEED(Entity entity, char* animDictionary, char* animName, float speedMultiplier)
SET_ENTITY_AS_MISSION_ENTITY(Entity entity, BOOL p1, BOOL p2)
SET_ENTITY_AS_NO_LONGER_NEEDED(Entity* entity)
SET_ENTITY_CAN_BE_DAMAGED(Entity entity, BOOL toggle)
SET_ENTITY_CAN_BE_DAMAGED_BY_RELATIONSHIP_GROUP(Entity entity, BOOL bCanBeDamaged, int relGroup)
SET_ENTITY_CAN_BE_TARGETED_WITHOUT_LOS(Entity entity, BOOL toggle)