0xE05DD0E9707003A3(Any p0, BOOL p1)
0xE2F53F172B45EDE1
0xE5810AC70602F2F5(Vehicle vehicle, float p1)
0xE851E480B814D4BA(Vehicle vehicle, BOOL p1)
0xE8718FAF591FD224(Vehicle vehicle)
0xED5EDE9E676643C9(Any p0, Any p1)
0xEEBFC7A7EFDC35B4(Vehicle vehicle)
0xEF9D388F8D377F44(Vehicle vehicle, BOOL p1)
0xF051D9BFB6BA39C0(Any p0)
0xF25E02CB9C5818F8
0xF3B0E0AED097A3F5(Any p0, Any p1)
0xF8B49F5BA7F850E7(Vehicle vehicle, int p1)
0xFAF2A78061FD9EF4(Any p0, float p1, float p2, float p3)
Namespace: WATER
ADD_EXTRA_CALMING_QUAD(float xLow, float yLow, float xHigh, float yHigh, float height)
GET_DEEP_OCEAN_SCALER
GET_WATER_HEIGHT(float x, float y, float z, float* height)
GET_WATER_HEIGHT_NO_WAVES(float x, float y, float z, float* height)
MODIFY_WATER(float x, float y, float height, float radius)
_REMOVE_CURRENT_RISE(int p0)
RESET_DEEP_OCEAN_SCALER
SET_DEEP_OCEAN_SCALER(float intensity)
TEST_PROBE_AGAINST_ALL_WATER(float x1, float y1, float z1, float x2, float y2, float z2, int flag, Vector3* result)
TEST_PROBE_AGAINST_WATER(float x1, float y1, float z1, float x2, float y2, float z2, Vector3* result)
TEST_VERTICAL_PROBE_AGAINST_ALL_WATER(float x, float y, float z, int flag, float* height)
0x547237AA71AB44DE(float p0)
Namespace: WEAPON
ADD_AMMO_TO_PED(Ped ped, Hash weaponHash, int ammo)
_ADD_AMMO_TO_PED_BY_TYPE(Ped ped, Hash ammoType, int ammo)
CAN_USE_WEAPON_ON_PARACHUTE(Hash weaponHash)
CLEAR_ENTITY_LAST_WEAPON_DAMAGE(Entity entity)
CLEAR_PED_LAST_WEAPON_DAMAGE(Ped ped)
_CREATE_AIR_DEFENSE_AREA(float p0, float p1, float p2, float p3, float p4, float p5, float p6, float p7, float p8, float p9, Hash weaponHash)
_CREATE_AIR_DEFENSE_SPHERE(float x, float y, float z, float radius, float p4, float p5, float p6, Hash weaponHash)
CREATE_WEAPON_OBJECT(Hash weaponHash, int ammoCount, float x, float y, float z, BOOL bCreateDefaultComponents, float scale, int customModelHash)