SET_PED_STEALTH_MOVEMENT(Ped ped, BOOL p1, char* action)
SET_PED_STEERS_AROUND_OBJECTS(Ped ped, BOOL toggle)
SET_PED_STEERS_AROUND_PEDS(Ped ped, BOOL toggle)
SET_PED_STEERS_AROUND_VEHICLES(Ped ped, BOOL toggle)
SET_PED_STRAFE_CLIPSET(Ped ped, char* clipSet)
SET_PED_SUFFERS_CRITICAL_HITS(Ped ped, BOOL toggle)
SET_PED_SWEAT(Ped ped, float sweat)
SET_PED_TARGET_LOSS_RESPONSE(Ped ped, int responseType)
SET_PED_TO_INFORM_RESPECTED_FRIENDS(Ped ped, float radius, int maxFriends)
SET_PED_TO_LOAD_COVER(Ped ped, BOOL toggle)
SET_PED_TO_RAGDOLL(Ped ped, int time1, int time2, int ragdollType, BOOL p4, BOOL p5, BOOL p6)
SET_PED_TO_RAGDOLL_WITH_FALL(Ped ped, int time, int p2, int ragdollType, float x, float y, float z, float p7, float p8, float p9, float p10, float p11, float p12, float p13)
SET_PED_USING_ACTION_MODE(Ped ped, BOOL p1, int p2, char* action)
SET_PED_VEHICLE_FORCED_SEAT_USAGE(Ped ped, Vehicle vehicle, int seatIndex, int flags)
SET_PED_VISUAL_FIELD_CENTER_ANGLE(Ped ped, float angle)
SET_PED_VISUAL_FIELD_MAX_ANGLE(Ped ped, float value)
SET_PED_VISUAL_FIELD_MAX_ELEVATION_ANGLE(Ped ped, float angle)
SET_PED_VISUAL_FIELD_MIN_ANGLE(Ped ped, float value)
SET_PED_VISUAL_FIELD_MIN_ELEVATION_ANGLE(Ped ped, float angle)
SET_PED_VISUAL_FIELD_PERIPHERAL_RANGE(Ped ped, float range)
SET_PED_WEAPON_MOVEMENT_CLIPSET(Ped ped, char* clipSet)
SET_PED_WETNESS_ENABLED_THIS_FRAME(Ped ped)
SET_PED_WETNESS_HEIGHT(Ped ped, float height)
SET_POP_CONTROL_SPHERE_THIS_FRAME(float x, float y, float z, float min, float max)
SET_RAGDOLL_BLOCKING_FLAGS(Ped ped, int flags)
SET_RELATIONSHIP_BETWEEN_GROUPS(int relationship, Hash group1, Hash group2)
_SET_RELATIONSHIP_GROUP_DONT_AFFECT_WANTED_LEVEL(Hash group, BOOL p1)
SET_SCENARIO_PED_DENSITY_MULTIPLIER_THIS_FRAME(float interiorMult, float exteriorMult)
SET_SCENARIO_PEDS_SPAWN_IN_SPHERE_AREA(float x, float y, float z, float range, int p4)
SET_SCENARIO_PEDS_TO_BE_RETURNED_BY_NEXT_COMMAND(BOOL value)
SET_SCRIPTED_ANIM_SEAT_OFFSET(Ped ped, float p1)
SET_SCRIPTED_CONVERSION_COORD_THIS_FRAME(float x, float y, float z)
SET_SYNCHRONIZED_SCENE_HOLD_LAST_FRAME(int sceneID, BOOL toggle)
SET_SYNCHRONIZED_SCENE_LOOPED(int sceneID, BOOL toggle)
SET_SYNCHRONIZED_SCENE_ORIGIN(int sceneID, float x, float y, float z, float roll, float pitch, float yaw, BOOL p7)