VDIST2(float x1, float y1, float z1, float x2, float y2, float z2)
VMAG(float x, float y, float z)
VMAG2(float x, float y, float z)
WAIT(int ms)
Namespace: TASK
ADD_COVER_BLOCKING_AREA(float playerX, float playerY, float playerZ, float radiusX, float radiusY, float radiusZ, BOOL p6, BOOL p7, BOOL p8, BOOL p9)
ADD_COVER_POINT(float p0, float p1, float p2, float p3, Any p4, Any p5, Any p6, BOOL p7)
ADD_PATROL_ROUTE_LINK(int id1, int id2)
ADD_PATROL_ROUTE_NODE(int id, char* guardScenario, float x1, float y1, float z1, float x2, float y2, float z2, int waitTime)
ADD_VEHICLE_SUBTASK_ATTACK_COORD(Ped ped, float x, float y, float z)
ADD_VEHICLE_SUBTASK_ATTACK_PED(Ped ped, Ped ped2)
ASSISTED_MOVEMENT_IS_ROUTE_LOADED(char* route)
ASSISTED_MOVEMENT_OVERRIDE_LOAD_DISTANCE_THIS_FRAME(float dist)
ASSISTED_MOVEMENT_REMOVE_ROUTE(char* route)
ASSISTED_MOVEMENT_REQUEST_ROUTE(char* route)
ASSISTED_MOVEMENT_SET_ROUTE_PROPERTIES(char* route, int props)
CLEAR_DRIVEBY_TASK_UNDERNEATH_DRIVING_TASK(Ped ped)
CLEAR_PED_SECONDARY_TASK(Ped ped)
CLEAR_PED_TASKS(Ped ped)
CLEAR_PED_TASKS_IMMEDIATELY(Ped ped)
CLEAR_SEQUENCE_TASK(int* taskSequenceId)
_CLEAR_VEHICLE_TASKS(Vehicle vehicle)
CLOSE_PATROL_ROUTE
CLOSE_SEQUENCE_TASK(int taskSequenceId)
CONTROL_MOUNTED_WEAPON(Ped ped)
CREATE_PATROL_ROUTE
DELETE_PATROL_ROUTE(char* patrolRoute)
DOES_SCENARIO_EXIST_IN_AREA(float x, float y, float z, float radius, BOOL b)
DOES_SCENARIO_GROUP_EXIST(char* scenarioGroup)
DOES_SCENARIO_OF_TYPE_EXIST_IN_AREA(float p0, float p1, float p2, char* p3, float p4, BOOL p5)
DOES_SCRIPTED_COVER_POINT_EXIST_AT_COORDS(float x, float y, float z)
GET_ACTIVE_VEHICLE_MISSION_TYPE(Vehicle vehicle)
GET_CLIP_SET_FOR_SCRIPTED_GUN_TASK(int p0)
GET_IS_TASK_ACTIVE(Ped ped, int taskIndex)
GET_IS_WAYPOINT_RECORDING_LOADED(char* name)