DOES_PICKUP_OF_TYPE_EXIST_IN_AREA(Hash pickupHash, float x, float y, float z, float radius)
DOES_RAYFIRE_MAP_OBJECT_EXIST(Object object)
_DOOR_CONTROL(Hash modelHash, float x, float y, float z, BOOL locked, float xRotMult, float yRotMult, float zRotMult)
DOOR_SYSTEM_FIND_EXISTING_DOOR(float x, float y, float z, Hash modelHash, Hash* doorOutPointer)
_DOOR_SYSTEM_GET_AUTOMATIC_DISTANCE(Hash doorHash)
DOOR_SYSTEM_GET_DOOR_PENDING_STATE(Hash doorHash)
DOOR_SYSTEM_GET_DOOR_STATE(Hash doorHash)
DOOR_SYSTEM_GET_IS_PHYSICS_LOADED(Hash doorHash)
DOOR_SYSTEM_GET_OPEN_RATIO(Hash doorHash)
DOOR_SYSTEM_SET_AUTOMATIC_DISTANCE(Hash doorHash, float distance, BOOL requestDoor, BOOL forceUpdate)
DOOR_SYSTEM_SET_AUTOMATIC_RATE(Hash doorHash, float rate, BOOL requestDoor, BOOL forceUpdate)
DOOR_SYSTEM_SET_DOOR_STATE(Hash doorHash, int state, BOOL requestDoor, BOOL forceUpdate)
DOOR_SYSTEM_SET_HOLD_OPEN(Hash doorHash, BOOL toggle)
DOOR_SYSTEM_SET_OPEN_RATIO(Hash doorHash, float ajar, BOOL requestDoor, BOOL forceUpdate)
DOOR_SYSTEM_SET_SPRING_REMOVED(Hash doorHash, BOOL removed, BOOL requestDoor, BOOL forceUpdate)
ENABLE_SAVING_IN_GARAGE(Hash garageHash, BOOL toggle)
FIX_OBJECT_FRAGMENT(Object object)
_FORCE_PICKUP_REGENERATE(Any p0)
GET_CLOSEST_OBJECT_OF_TYPE(float x, float y, float z, float radius, Hash modelHash, BOOL isMission, BOOL p6, BOOL p7)
GET_COORDS_AND_ROTATION_OF_CLOSEST_OBJECT_OF_TYPE(float x, float y, float z, float radius, Hash modelHash, Vector3* outPosition, Vector3* outRotation, int rotationOrder)
_GET_IS_ARENA_PROP_PHYSICS_DISABLED(Object entity, Any p1)
GET_OBJECT_FRAGMENT_DAMAGE_HEALTH(Any p0, BOOL p1)
_GET_OBJECT_OFFSET_FROM_COORDS(float xPos, float yPos, float zPos, float heading, float xOffset, float yOffset, float zOffset)
_GET_OBJECT_TEXTURE_VARIATION(Object object)
GET_PICKUP_COORDS(Pickup pickup)
_GET_PICKUP_GENERATION_RANGE_MULTIPLIER
_GET_PICKUP_HASH(Hash pickupHash)
_GET_PICKUP_HASH_FROM_WEAPON(Hash weapon)
GET_PICKUP_OBJECT(Pickup pickup)
GET_RAYFIRE_MAP_OBJECT(float x, float y, float z, float radius, char* name)
GET_RAYFIRE_MAP_OBJECT_ANIM_PHASE(Object object)
GET_SAFE_PICKUP_COORDS(float x, float y, float z, float p3, float p4)
GET_STATE_OF_CLOSEST_DOOR_OF_TYPE(Hash type, float x, float y, float z, BOOL* locked, float* heading)
GET_STATE_OF_RAYFIRE_MAP_OBJECT(Object object)
GET_WEAPON_TYPE_FROM_PICKUP_TYPE(Hash pickupHash)