IS_AN_ENTITY(int handle)
IS_ENTITY_A_MISSION_ENTITY(Entity entity)
IS_ENTITY_A_PED(Entity entity)
IS_ENTITY_A_VEHICLE(Entity entity)
IS_ENTITY_AN_OBJECT(Entity entity)
IS_ENTITY_AT_COORD(Entity entity, float xPos, float yPos, float zPos, float xSize, float ySize, float zSize, BOOL highlightArea, BOOL do3dCheck, int transportMode)
IS_ENTITY_AT_ENTITY(Entity entity, Entity target, float xSize, float ySize, float zSize, BOOL highlightArea, BOOL do3dCheck, int transportMode)
IS_ENTITY_ATTACHED(Entity entity)
IS_ENTITY_ATTACHED_TO_ANY_OBJECT(Entity entity)
IS_ENTITY_ATTACHED_TO_ANY_PED(Entity entity)
IS_ENTITY_ATTACHED_TO_ANY_VEHICLE(Entity entity)
IS_ENTITY_ATTACHED_TO_ENTITY(Entity from, Entity to)
IS_ENTITY_DEAD(Entity entity)
IS_ENTITY_IN_AIR(Entity entity)
IS_ENTITY_IN_ANGLED_AREA(Entity entity, float x1, float y1, float z1, float x2, float y2, float z2, float width, BOOL debug, BOOL includez, Any p10)
IS_ENTITY_IN_AREA(Entity entity, float x1, float y1, float z1, float x2, float y2, float z2, BOOL p7, BOOL p8, Any p9)
IS_ENTITY_IN_WATER(Entity entity)
IS_ENTITY_IN_ZONE(Entity entity, char* zone)
IS_ENTITY_OCCLUDED(Entity entity)
IS_ENTITY_ON_SCREEN(Entity entity)
IS_ENTITY_PLAYING_ANIM(Entity entity, char* animDict, char* animName, int taskFlag)
IS_ENTITY_STATIC(Entity entity)
IS_ENTITY_TOUCHING_ENTITY(Entity entity, Entity targetEntity)
IS_ENTITY_TOUCHING_MODEL(Entity entity, Hash modelHash)
IS_ENTITY_UPRIGHT(Entity entity, float angle)
IS_ENTITY_UPSIDEDOWN(Entity entity)
IS_ENTITY_VISIBLE(Entity entity)
IS_ENTITY_VISIBLE_TO_SCRIPT(Entity entity)
IS_ENTITY_WAITING_FOR_WORLD_COLLISION(Entity entity)
PLAY_ENTITY_ANIM(Entity entity, char* animName, char* animDict, float fBlendDelta, BOOL bLoop, BOOL bHoldLastFrame, BOOL bDriveToPose, float fStartPhase, int iFlags)
PLAY_SYNCHRONIZED_ENTITY_ANIM(Entity entity, int syncedScene, char* animName, char* animDictName, float fBlendInDelta, float fBlendOutDelta, int iFlags, float fMoverBlendInDelta)
PLAY_SYNCHRONIZED_MAP_ENTITY_ANIM(float x, float y, float z, float radius, Hash objectModelHash, int sceneId, char* pAnimName, char* pAnimDictName, float fBlendDelta, float fBlendOutDelta, int flags, float fMoverBlendInDelta)
PROCESS_ENTITY_ATTACHMENTS(Entity entity)
REMOVE_FORCED_OBJECT(Any p0, Any p1, Any p2, Any p3, Any p4)
REMOVE_MODEL_HIDE(float x, float y, float z, float radius, Hash model, BOOL p5)