SET_VISUAL_SETTING_FLOAT(char* name, float value)
SET_WATER_AREA_CLIP_RECT(int minX, int minY, int maxX, int maxY)
SET_WATER_QUAD_ALPHA(int waterQuad, int a0, int a1, int a2, int a3)
SET_WATER_QUAD_BOUNDS(int waterQuad, int minX, int minY, int maxX, int maxY)
SET_WATER_QUAD_HAS_LIMITED_DEPTH(int waterQuad, BOOL hasLimitedDepth)
SET_WATER_QUAD_IS_INVISIBLE(int waterQuad, BOOL isInvisible)
SET_WATER_QUAD_LEVEL(int waterQuad, float level)
SET_WATER_QUAD_NO_STENCIL(int waterQuad, bool noStencil)
SET_WATER_QUAD_TYPE(int waterQuad, int type)
SET_WAVE_QUAD_AMPLITUDE(int waveQuad, float amplitude)
SET_WAVE_QUAD_BOUNDS(int waveQuad, int minX, int minY, int maxX, int maxY)
SET_WAVE_QUAD_DIRECTION(int waveQuad, float directionX, float directionY)
SET_WEAPON_RECOIL_SHAKE_AMPLITUDE(Hash weaponHash, float amplitude)
SET_WEAPONS_NO_AIM_BLOCKING(BOOL state)
SET_WEAPONS_NO_AUTORELOAD(BOOL state)
SET_WEAPONS_NO_AUTOSWAP(BOOL state)
SET_WEATHER_OWNED_BY_NETWORK(BOOL network)
SHUTDOWN_LOADING_SCREEN_NUI
START_FIND_EXTERNAL_KVP(char* resourceName, char* prefix)
START_FIND_KVP(char* prefix)
START_RESOURCE(char* resourceName)
STOP_RESOURCE(char* resourceName)
TASK_COMBAT_PED(Ped ped, Ped targetPed, int p2, int p3)
TASK_DRIVE_BY(Ped driverPed, Ped targetPed, Vehicle targetVehicle, float targetX, float targetY, float targetZ, float distanceToShoot, int pedAccuracy, BOOL p8, Hash firingPattern)
TASK_ENTER_VEHICLE(Ped ped, Vehicle vehicle, int timeout, int seatIndex, float speed, int flag, Any p6)
TASK_EVERYONE_LEAVE_VEHICLE(Vehicle vehicle)
TASK_GO_STRAIGHT_TO_COORD(Ped ped, float x, float y, float z, float speed, int timeout, float targetHeading, float distanceToSlide)
TASK_GO_TO_COORD_ANY_MEANS(Ped ped, float x, float y, float z, float speed, Any p5, BOOL p6, int walkingStyle, float p8)
TASK_GO_TO_ENTITY(Entity entity, Entity target, int duration, float distance, float speed, float p5, int p6)
TASK_HANDS_UP(Ped ped, int duration, Ped facingPed, int p3, BOOL p4)
TASK_LEAVE_ANY_VEHICLE(Ped ped, int p1, int flags)
TASK_LEAVE_VEHICLE(Ped ped, Vehicle vehicle, int flags)
TASK_PLAY_ANIM(Ped ped, char* animDictionary, char* animationName, float blendInSpeed, float blendOutSpeed, int duration, int flag, float playbackRate, BOOL lockX, BOOL lockY, BOOL lockZ)
TASK_PLAY_ANIM_ADVANCED(Ped ped, char* animDict, char* animName, float posX, float posY, float posZ, float rotX, float rotY, float rotZ, float animEnterSpeed, float animExitSpeed, int duration, Any flag, float animTime, Any p14, Any p15)
TASK_REACT_AND_FLEE_PED(Ped ped, Ped fleeTarget)