IS_GARAGE_EMPTY(Hash garageHash, BOOL p1, int p2)
IS_OBJECT_A_PICKUP(Object object)
IS_OBJECT_A_PORTABLE_PICKUP(Object object)
IS_OBJECT_ENTIRELY_INSIDE_GARAGE(Hash garageHash, Entity entity, float p2, int p3)
IS_OBJECT_NEAR_POINT(Hash objectHash, float x, float y, float z, float range)
IS_OBJECT_PARTIALLY_INSIDE_GARAGE(Hash garageHash, Entity entity, int p2)
IS_OBJECT_VISIBLE(Object object)
IS_PICKUP_WEAPON_OBJECT_VALID(Object object)
IS_PLAYER_ENTIRELY_INSIDE_GARAGE(Hash garageHash, Player player, float p2, int p3)
IS_PLAYER_PARTIALLY_INSIDE_GARAGE(Hash garageHash, Player player, int p2)
IS_POINT_IN_ANGLED_AREA(float xPos, float yPos, float zPos, float x1, float y1, float z1, float x2, float y2, float z2, float width, BOOL p10, BOOL includez)
_MARK_OBJECT_FOR_DELETION(Object object)
PLACE_OBJECT_ON_GROUND_PROPERLY(Object object)
_PLACE_OBJECT_ON_GROUND_PROPERLY_2(Object object)
PREVENT_COLLECTION_OF_PORTABLE_PICKUP(Object object, BOOL p1, BOOL p2)
REMOVE_ALL_PICKUPS_OF_TYPE(Hash pickupHash)
REMOVE_DOOR_FROM_SYSTEM(Hash doorHash)
REMOVE_OBJECT_HIGH_DETAIL_MODEL(Object object)
REMOVE_PICKUP(Pickup pickup)
RENDER_FAKE_PICKUP_GLOW(float x, float y, float z, int colorIndex)
SET_ACTIVATE_OBJECT_PHYSICS_AS_SOON_AS_IT_IS_UNFROZEN(Object object, BOOL toggle)
_SET_CREATE_WEAPON_OBJECT_LIGHT_SOURCE(Object object, BOOL toggle)
_SET_ENABLE_ARENA_PROP_PHYSICS(Object entity, BOOL toggle, int p2)
_SET_ENABLE_ARENA_PROP_PHYSICS_ON_PED(Object entity, BOOL toggle, int p2, Ped ped)
SET_FORCE_OBJECT_THIS_FRAME(float x, float y, float z, float p3)
SET_LOCAL_PLAYER_CAN_COLLECT_PORTABLE_PICKUPS(BOOL p0)
_SET_LOCAL_PLAYER_CAN_USE_PICKUPS_WITH_THIS_MODEL(Hash modelHash, BOOL toggle)
SET_MAX_NUM_PORTABLE_PICKUPS_CARRIED_BY_PLAYER(Hash modelHash, int p1)
SET_OBJECT_ALLOW_LOW_LOD_BUOYANCY(Object object, BOOL toggle)
SET_OBJECT_FORCE_VEHICLES_TO_AVOID(Object object, BOOL toggle)
_SET_OBJECT_LIGHT_COLOR(Object object, BOOL p1, int r, int g, int b)
SET_OBJECT_PHYSICS_PARAMS(Object object, float mass, float gravityFactor, float linearC, float linearV, float linearV2, float angularC, float angularV, float angularV2, float p9, float maxAngSpeed, float buoyancyFactor)
_SET_OBJECT_STUNT_PROP_DURATION(Object object, float duration)
_SET_OBJECT_STUNT_PROP_SPEEDUP(Object object, int intensity)
SET_OBJECT_TARGETTABLE(Object object, BOOL targettable)