0xE1615EC03B3BB4FD
0xF239400E16C23E08(int padIndex, int p1)
Namespace: PATHFIND
ADD_NAVMESH_BLOCKING_OBJECT(float x, float y, float z, float width, float length, float height, float heading, BOOL bPermanent, int flags)
ADD_NAVMESH_REQUIRED_REGION(float x, float y, float radius)
ARE_ALL_NAVMESH_REGIONS_LOADED
ARE_NODES_LOADED_FOR_AREA(float x1, float y1, float x2, float y2)
CALCULATE_TRAVEL_DISTANCE_BETWEEN_POINTS(float x1, float y1, float z1, float x2, float y2, float z2)
CLEAR_GPS_DISABLED_ZONE_AT_INDEX(int index)
DISABLE_NAVMESH_IN_AREA(float posMinX, float posMinY, float posMinZ, float posMaxX, float posMaxY, float posMaxZ, bool bDisable)
DOES_NAVMESH_BLOCKING_OBJECT_EXIST(Any p0)
GENERATE_DIRECTIONS_TO_COORD(float x, float y, float z, BOOL p3, int* direction, float* vehicle, float* distToNxJunction)
GET_CLOSEST_MAJOR_VEHICLE_NODE(float x, float y, float z, Vector3* outPosition, float unknown1, int unknown2)
GET_CLOSEST_ROAD(float x, float y, float z, float minimumEdgeLength, int minimumLaneCount, Vector3* srcNode, Vector3* targetNode, int* laneCountForward, int* laneCountBackward, float* width, BOOL onlyMajorRoads)
GET_CLOSEST_VEHICLE_NODE(float x, float y, float z, Vector3* outPosition, int nodeType, float p5, float p6)
GET_CLOSEST_VEHICLE_NODE_WITH_HEADING(float x, float y, float z, Vector3* outPosition, float* outHeading, int nodeType, float p6, int p7)
GET_GPS_BLIP_ROUTE_FOUND
GET_GPS_BLIP_ROUTE_LENGTH
_GET_HEIGHTMAP_BOTTOM_Z_FOR_AREA(float x1, float y1, float x2, float y2)
_GET_HEIGHTMAP_BOTTOM_Z_FOR_POSITION(float x, float y)
_GET_HEIGHTMAP_TOP_Z_FOR_AREA(float x1, float y1, float x2, float y2)
_GET_HEIGHTMAP_TOP_Z_FOR_POSITION(float x, float y)
GET_NEXT_GPS_DISABLED_ZONE_INDEX(int index)
GET_NTH_CLOSEST_VEHICLE_NODE(float x, float y, float z, int nthClosest, Vector3* outPosition, Any unknown1, Any unknown2, Any unknown3)
GET_NTH_CLOSEST_VEHICLE_NODE_FAVOUR_DIRECTION(float x, float y, float z, float desiredX, float desiredY, float desiredZ, int nthClosest, Vector3* outPosition, float* outHeading, int nodetype, float p10, Any p11)
GET_NTH_CLOSEST_VEHICLE_NODE_ID(float x, float y, float z, int nth, int nodetype, float p5, float p6)
GET_NTH_CLOSEST_VEHICLE_NODE_ID_WITH_HEADING(float x, float y, float z, int nthClosest, Vector3* outPosition, float* outHeading, Any p6, float p7, float p8)
GET_NTH_CLOSEST_VEHICLE_NODE_WITH_HEADING(float x, float y, float z, int nthClosest, Vector3* outPosition, float* heading, int* totalLanes, int searchFlags, float zMeasureMult, float zTolerance)
GET_NUM_NAVMESHES_EXISTING_IN_AREA(float posMinX, float posMinY, float posMinZ, float posMaxX, float posMaxY, float posMaxZ)
_GET_POINT_ON_ROAD_SIDE(float x, float y, float z, int p3, Vector3* outPosition)
GET_POS_ALONG_GPS_TYPE_ROUTE(Vector3* result, BOOL bStartAtPlayerPos, float fDistanceAlongRoute, int slotType)
GET_RANDOM_VEHICLE_NODE(float x, float y, float z, float radius, BOOL p4, BOOL p5, BOOL p6, Vector3* outPosition, int* nodeId)
GET_ROAD_BOUNDARY_USING_HEADING(float x, float y, float z, float heading, Vector3* outPosition)
GET_SAFE_COORD_FOR_PED(float x, float y, float z, BOOL onGround, Vector3* outPosition, int flags)
GET_STREET_NAME_AT_COORD(float x, float y, float z, Hash* streetName, Hash* crossingRoad)