SET_ENTITY_COORDS(Entity entity, float xPos, float yPos, float zPos, BOOL alive, BOOL deadFlag, BOOL ragdollFlag, BOOL clearArea)
SET_ENTITY_COORDS_NO_OFFSET(Entity entity, float xPos, float yPos, float zPos, BOOL alive, BOOL deadFlag, BOOL ragdollFlag)
SET_ENTITY_COORDS_WITHOUT_PLANTS_RESET(Entity entity, float xPos, float yPos, float zPos, BOOL alive, BOOL deadFlag, BOOL ragdollFlag, BOOL clearArea)
_SET_ENTITY_DECALS_DISABLED(Entity entity, BOOL p1)
SET_ENTITY_DYNAMIC(Entity entity, BOOL toggle)
SET_ENTITY_HAS_GRAVITY(Entity entity, BOOL toggle)
SET_ENTITY_HEADING(Entity entity, float heading)
SET_ENTITY_HEALTH(Entity entity, int health)
SET_ENTITY_INVINCIBLE(Entity entity, BOOL toggle)
SET_ENTITY_IS_TARGET_PRIORITY(Entity entity, BOOL p1, float p2)
SET_ENTITY_LIGHTS(Entity entity, BOOL toggle)
SET_ENTITY_LOAD_COLLISION_FLAG(Entity entity, BOOL toggle)
SET_ENTITY_LOD_DIST(Entity entity, int value)
SET_ENTITY_MAX_HEALTH(Entity entity, int value)
SET_ENTITY_MAX_SPEED(Entity entity, float speed)
SET_ENTITY_MOTION_BLUR(Entity entity, BOOL toggle)
SET_ENTITY_NO_COLLISION_ENTITY(Entity entity1, Entity entity2, BOOL thisFrameOnly)
SET_ENTITY_ONLY_DAMAGED_BY_PLAYER(Entity entity, BOOL toggle)
SET_ENTITY_ONLY_DAMAGED_BY_RELATIONSHIP_GROUP(Entity entity, BOOL p1, Hash relationshipHash)
SET_ENTITY_PROOFS(Entity entity, BOOL bulletProof, BOOL fireProof, BOOL explosionProof, BOOL collisionProof, BOOL meleeProof, BOOL steamProof, BOOL p7, BOOL drownProof)
SET_ENTITY_QUATERNION(Entity entity, float x, float y, float z, float w)
SET_ENTITY_RECORDS_COLLISIONS(Entity entity, BOOL toggle)
SET_ENTITY_RENDER_SCORCHED(Entity entity, BOOL toggle)
SET_ENTITY_ROTATION(Entity entity, float pitch, float roll, float yaw, int rotationOrder, BOOL p5)
SET_ENTITY_TRAFFICLIGHT_OVERRIDE(Entity entity, int state)
SET_ENTITY_VELOCITY(Entity entity, float x, float y, float z)
SET_ENTITY_VISIBLE(Entity entity, BOOL toggle, BOOL unk)
SET_OBJECT_AS_NO_LONGER_NEEDED(Object* object)
SET_PED_AS_NO_LONGER_NEEDED(Ped* ped)
SET_VEHICLE_AS_NO_LONGER_NEEDED(Vehicle* vehicle)
STOP_ENTITY_ANIM(Entity entity, char* animation, char* animGroup, float p3)
STOP_SYNCHRONIZED_ENTITY_ANIM(Entity entity, float p1, BOOL p2)
STOP_SYNCHRONIZED_MAP_ENTITY_ANIM(float p0, float p1, float p2, float p3, Any p4, float p5)
WOULD_ENTITY_BE_OCCLUDED(Hash entityModelHash, float x, float y, float z, BOOL p4)
0x1A092BB0C3808B96(Entity entity, BOOL p1)