NETWORK_ADD_FRIEND(int* networkHandle, char* message)
NETWORK_ADD_MAP_ENTITY_TO_SYNCHRONISED_SCENE(int netScene, Hash modelHash, float x, float y, float z, char* animDict, char* animName, float blendInSpeed, float blendOutSpeed, int flags)
NETWORK_ADD_PED_TO_SYNCHRONISED_SCENE(Ped ped, int netScene, char* animDict, char* animClip, float blendInSpeed, float blendOutSpeed, int syncedSceneFlags, int ragdollFlags, float moverBlendInDelta, int ikFlags)
NETWORK_ADD_PED_TO_SYNCHRONISED_SCENE_WITH_IK(Ped ped, int netSceneID, char* animDict, char* animClip, float blendIn, float blendOut, int sceneFlags, int ragdollFlags, float moverBlendInDelta, int ikFlags)
NETWORK_ADD_SYNCHRONISED_SCENE_CAMERA(int netScene, char* animDict, char* animName)
_NETWORK_ALLOCATE_TUNABLES_REGISTRATION_DATA_MAP
NETWORK_ALLOW_REMOTE_ATTACHMENT_MODIFICATION(Entity entity, BOOL toggle)
NETWORK_AM_I_BLOCKED_BY_GAMER(Any* networkHandle)
NETWORK_AM_I_BLOCKED_BY_PLAYER(Player player)
NETWORK_AM_I_MUTED_BY_GAMER(Any* networkHandle)
NETWORK_AM_I_MUTED_BY_PLAYER(Player player)
NETWORK_APPLY_CACHED_PLAYER_HEAD_BLEND_DATA(Ped ped, Player player)
NETWORK_APPLY_PED_SCAR_DATA(Ped ped, int p1)
NETWORK_APPLY_TRANSITION_PARAMETER(int p0, int p1)
NETWORK_APPLY_TRANSITION_PARAMETER_STRING(int p0, char* string, BOOL p2)
NETWORK_APPLY_VOICE_PROXIMITY_OVERRIDE(float x, float y, float z)
_NETWORK_ARE_CUTSCENE_ENTITIES
NETWORK_ARE_HANDLES_THE_SAME(int* netHandle1, int* netHandle2)
NETWORK_ARE_SOCIAL_CLUB_POLICIES_CURRENT
NETWORK_ARE_TRANSITION_DETAILS_VALID(Any p0)
NETWORK_ATTACH_SYNCHRONISED_SCENE_TO_ENTITY(int netScene, Entity entity, int bone)
NETWORK_BAIL
NETWORK_BAIL_TRANSITION
_NETWORK_BAIL_TRANSITION_QUICKMATCH
NETWORK_BLOCK_INVITES(BOOL toggle)
NETWORK_BLOCK_JOIN_QUEUE_INVITES(BOOL toggle)
_NETWORK_BLOCK_KICKED_PLAYERS(BOOL p0)
NETWORK_CACHE_LOCAL_PLAYER_HEAD_BLEND_DATA
NETWORK_CAN_ACCESS_MULTIPLAYER(int* loadingState)
NETWORK_CAN_BAIL
NETWORK_CAN_COMMUNICATE_WITH_GAMER(int* networkHandle)
_NETWORK_CAN_COMMUNICATE_WITH_GAMER_2(Any* networkHandle)
NETWORK_CAN_ENTER_MULTIPLAYER
_NETWORK_CAN_GAMER_PLAY_MULTIPLAYER_WITH_ME(Any* networkHandle)
_NETWORK_CAN_PLAY_MULTIPLAYER_WITH_GAMER(Any* networkHandle)