VDIST(float x1, float y1, float z1, float x2, float y2, float z2)
VDIST2(float x1, float y1, float z1, float x2, float y2, float z2)
VMAG(float x, float y, float z)
VMAG2(float x, float y, float z)
WAIT(int ms)
Namespace: TASK
ADD_COVER_BLOCKING_AREA(float playerX, float playerY, float playerZ, float radiusX, float radiusY, float radiusZ, BOOL p6, BOOL p7, BOOL p8, BOOL p9)
ADD_COVER_POINT(float p0, float p1, float p2, float p3, Any p4, Any p5, Any p6, BOOL p7)
ADD_PATROL_ROUTE_LINK(Any p0, Any p1)
ADD_PATROL_ROUTE_NODE(int p0, char* p1, float x1, float y1, float z1, float x2, float y2, float z2, int p8)
ADD_VEHICLE_SUBTASK_ATTACK_COORD(Ped ped, float x, float y, float z)
ADD_VEHICLE_SUBTASK_ATTACK_PED(Ped ped, Ped ped2)
ASSISTED_MOVEMENT_IS_ROUTE_LOADED(char* route)
ASSISTED_MOVEMENT_OVERRIDE_LOAD_DISTANCE_THIS_FRAME(float dist)
ASSISTED_MOVEMENT_REMOVE_ROUTE(char* route)
ASSISTED_MOVEMENT_REQUEST_ROUTE(char* route)
ASSISTED_MOVEMENT_SET_ROUTE_PROPERTIES(char* route, int props)
CLEAR_DRIVEBY_TASK_UNDERNEATH_DRIVING_TASK(Ped ped)
CLEAR_PED_SECONDARY_TASK(Ped ped)
CLEAR_PED_TASKS(Ped ped)
CLEAR_PED_TASKS_IMMEDIATELY(Ped ped)
CLEAR_SEQUENCE_TASK(int* taskSequenceId)
_CLEAR_VEHICLE_TASKS(Vehicle vehicle)
CLOSE_PATROL_ROUTE
CLOSE_SEQUENCE_TASK(int taskSequenceId)
CONTROL_MOUNTED_WEAPON(Ped ped)
CREATE_PATROL_ROUTE
DELETE_PATROL_ROUTE(char* patrolRoute)
DOES_SCENARIO_EXIST_IN_AREA(float x, float y, float z, float radius, BOOL b)
DOES_SCENARIO_GROUP_EXIST(char* scenarioGroup)
DOES_SCENARIO_OF_TYPE_EXIST_IN_AREA(float p0, float p1, float p2, char* p3, float p4, BOOL p5)
DOES_SCRIPTED_COVER_POINT_EXIST_AT_COORDS(float x, float y, float z)
GET_ACTIVE_VEHICLE_MISSION_TYPE(Vehicle vehicle)
GET_CLIP_SET_FOR_SCRIPTED_GUN_TASK(int p0)
GET_IS_TASK_ACTIVE(Ped ped, int taskIndex)