GIVE_WEAPON_COMPONENT_TO_PED(Ped ped, Hash weaponHash, Hash componentHash)
GIVE_WEAPON_COMPONENT_TO_WEAPON_OBJECT(Object weaponObject, Hash addonHash)
GIVE_WEAPON_OBJECT_TO_PED(Object weaponObject, Ped ped)
GIVE_WEAPON_TO_PED(Ped ped, Hash weaponHash, int ammoCount, BOOL isHidden, BOOL bForceInHand)
HAS_ENTITY_BEEN_DAMAGED_BY_WEAPON(Entity entity, Hash weaponHash, int weaponType)
HAS_PED_BEEN_DAMAGED_BY_WEAPON(Ped ped, Hash weaponHash, int weaponType)
HAS_PED_GOT_WEAPON(Ped ped, Hash weaponHash, BOOL p2)
HAS_PED_GOT_WEAPON_COMPONENT(Ped ped, Hash weaponHash, Hash componentHash)
HAS_VEHICLE_GOT_PROJECTILE_ATTACHED(Ped driver, Vehicle vehicle, Hash weaponHash, Any p3)
HAS_WEAPON_ASSET_LOADED(Hash weaponHash)
HAS_WEAPON_GOT_WEAPON_COMPONENT(Object weapon, Hash addonHash)
HIDE_PED_WEAPON_FOR_SCRIPTED_CUTSCENE(Ped ped, BOOL toggle)
_IS_ANY_AIR_DEFENSE_ZONE_INSIDE_SPHERE(float x, float y, float z, float radius, int* SphereIndex)
IS_FLASH_LIGHT_ON(Ped ped)
IS_PED_ARMED(Ped ped, int typeFlags)
IS_PED_CURRENT_WEAPON_SILENCED(Ped ped)
IS_PED_WEAPON_COMPONENT_ACTIVE(Ped ped, Hash weaponHash, Hash componentHash)
IS_PED_WEAPON_READY_TO_SHOOT(Ped ped)
IS_WEAPON_VALID(Hash weaponHash)
MAKE_PED_RELOAD(Ped ped)
REFILL_AMMO_INSTANTLY(Ped ped)
_REMOVE_AIR_DEFENSE_ZONE(int zoneId)
_REMOVE_ALL_AIR_DEFENSE_ZONES
REMOVE_ALL_PED_WEAPONS(Ped ped, BOOL p1)
REMOVE_ALL_PROJECTILES_OF_TYPE(Hash weaponHash, BOOL explode)
REMOVE_WEAPON_ASSET(Hash weaponHash)
REMOVE_WEAPON_COMPONENT_FROM_PED(Ped ped, Hash weaponHash, Hash componentHash)
REMOVE_WEAPON_COMPONENT_FROM_WEAPON_OBJECT(Object weaponObject, Hash addonHash)
REMOVE_WEAPON_FROM_PED(Ped ped, Hash weaponHash)
REQUEST_WEAPON_ASSET(Hash weaponHash, int p1, int p2)
REQUEST_WEAPON_HIGH_DETAIL_MODEL(Entity weaponObject)
SET_AMMO_IN_CLIP(Ped ped, Hash weaponHash, int ammo)
_SET_CAN_PED_EQUIP_ALL_WEAPONS(Ped ped, BOOL toggle)
_SET_CAN_PED_EQUIP_WEAPON(Ped ped, Hash weaponHash, BOOL toggle)
SET_CURRENT_PED_VEHICLE_WEAPON(Ped ped, Hash weaponHash)