CLEAR_AREA_OF_COPS(float x, float y, float z, float radius, BOOL createNetEvent)
CLEAR_AREA_OF_OBJECTS(float x, float y, float z, float radius, int flags)
CLEAR_AREA_OF_PEDS(float x, float y, float z, float radius, BOOL createNetEvent)
CLEAR_AREA_OF_PROJECTILES(float x, float y, float z, float radius, BOOL createNetEvent)
CLEAR_AREA_OF_VEHICLES(float x, float y, float z, float radius, BOOL p4, BOOL p5, BOOL p6, BOOL p7, BOOL p8)
CLEAR_BIT(int* address, int offset)
_CLEAR_CLOUD_HAT
CLEAR_OVERRIDE_WEATHER
CLEAR_REPLAY_STATS
_CLEAR_RESTART_CUSTOM_POSITION
_CLEAR_TACTICAL_ANALYSIS_POINTS
CLEAR_WEATHER_TYPE_NOW_PERSIST_NETWORK(int transitionTimeInMs)
CLEAR_WEATHER_TYPE_PERSIST
COMPARE_STRINGS(char* str1, char* str2, BOOL matchCase, int maxLength)
_COPY_MEMORY(Any* dst, Any src, int size)
CREATE_INCIDENT(int dispatchService, float x, float y, float z, int numUnits, float radius, int* outIncidentID)
CREATE_INCIDENT_WITH_ENTITY(int dispatchService, Ped ped, int numUnits, float radius, int* outIncidentID)
DELETE_INCIDENT(int incidentId)
DELETE_STUNT_JUMP(int p0)
DISABLE_HOSPITAL_RESTART(int hospitalIndex, BOOL toggle)
DISABLE_POLICE_RESTART(int policeIndex, BOOL toggle)
DISABLE_STUNT_JUMP_SET(int p0)
DISPLAY_ONSCREEN_KEYBOARD(int p0, char* windowTitle, char* p2, char* defaultText, char* defaultConcat1, char* defaultConcat2, char* defaultConcat3, int maxInputLength)
DISPLAY_ONSCREEN_KEYBOARD_WITH_LONGER_INITIAL_STRING(int p0, char* windowTitle, Any* p2, char* defaultText, char* defaultConcat1, char* defaultConcat2, char* defaultConcat3, char* defaultConcat4, char* defaultConcat5, char* defaultConcat6, char* defaultConcat7, int maxInputLength)
DO_AUTO_SAVE
DOES_POP_MULTIPLIER_AREA_EXIST(int id)
DOES_POP_MULTIPLIER_SPHERE_EXIST(int id)
ENABLE_DISPATCH_SERVICE(int dispatchService, BOOL toggle)
ENABLE_STUNT_JUMP_SET(int p0)
ENABLE_TENNIS_MODE(Ped ped, BOOL toggle, BOOL p2)
END_REPLAY_STATS
FIND_SPAWN_POINT_IN_DIRECTION(float posX, float posY, float posZ, float dirX, float dirY, float dirZ, float distance, Vector3* spawnPoint)
FORCE_GAME_STATE_PLAYING
FORCE_LIGHTNING_FLASH
GET_ALLOCATED_STACK_SIZE