IS_ENTITY_AN_OBJECT(Entity entity)
IS_ENTITY_AT_COORD(Entity entity, float xPos, float yPos, float zPos, float xSize, float ySize, float zSize, BOOL p7, BOOL p8, int p9)
IS_ENTITY_AT_ENTITY(Entity entity1, Entity entity2, float xSize, float ySize, float zSize, BOOL p5, BOOL p6, int p7)
IS_ENTITY_ATTACHED(Entity entity)
IS_ENTITY_ATTACHED_TO_ANY_OBJECT(Entity entity)
IS_ENTITY_ATTACHED_TO_ANY_PED(Entity entity)
IS_ENTITY_ATTACHED_TO_ANY_VEHICLE(Entity entity)
IS_ENTITY_ATTACHED_TO_ENTITY(Entity from, Entity to)
IS_ENTITY_DEAD(Entity entity)
IS_ENTITY_IN_AIR(Entity entity)
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)