IS_SCENARIO_GROUP_ENABLED(char* scenarioGroup)
IS_SCENARIO_OCCUPIED(float p0, float p1, float p2, float p3, BOOL p4)
IS_SCENARIO_TYPE_ENABLED(char* scenarioType)
IS_TASK_MOVE_NETWORK_ACTIVE(Ped ped)
IS_TASK_MOVE_NETWORK_READY_FOR_TRANSITION(Ped ped)
IS_WAYPOINT_PLAYBACK_GOING_ON_FOR_PED(Any p0)
IS_WAYPOINT_PLAYBACK_GOING_ON_FOR_VEHICLE(Vehicle vehicle)
OPEN_PATROL_ROUTE(char* patrolRoute)
OPEN_SEQUENCE_TASK(int* taskSequenceId)
PED_HAS_USE_SCENARIO_TASK(Ped ped)
PLAY_ANIM_ON_RUNNING_SCENARIO(Ped ped, char* animDict, char* animName)
PLAY_ENTITY_SCRIPTED_ANIM(Any p0, Any* p1, Any* p2, Any* p3, float p4, float p5)
REMOVE_ALL_COVER_BLOCKING_AREAS
REMOVE_COVER_POINT(ScrHandle coverpoint)
REMOVE_WAYPOINT_RECORDING(char* name)
REQUEST_TASK_MOVE_NETWORK_STATE_TRANSITION(Ped ped, char* name)
REQUEST_WAYPOINT_RECORDING(char* name)
RESET_EXCLUSIVE_SCENARIO_GROUP
RESET_SCENARIO_GROUPS_ENABLED
RESET_SCENARIO_TYPES_ENABLED
SET_ANIM_LOOPED(Any p0, BOOL p1, Any p2, BOOL p3)
SET_ANIM_PHASE(Entity entity, float p1, Any p2, BOOL p3)
SET_ANIM_RATE(Any p0, float p1, Any p2, BOOL p3)
SET_ANIM_WEIGHT(Any p0, float p1, Any p2, Any p3, BOOL p4)
SET_DRIVE_TASK_CRUISE_SPEED(Ped driver, float cruiseSpeed)
SET_DRIVE_TASK_DRIVING_STYLE(Ped ped, int drivingStyle)
SET_DRIVE_TASK_MAX_CRUISE_SPEED(Any p0, float p1)
SET_DRIVEBY_TASK_TARGET(Ped shootingPed, Ped targetPed, Vehicle targetVehicle, float x, float y, float z)
SET_EXCLUSIVE_SCENARIO_GROUP(char* scenarioGroup)
SET_GLOBAL_MIN_BIRD_FLIGHT_HEIGHT(float height)
SET_HIGH_FALL_TASK(Ped ped, Any duration, Any p2, Any p3)
SET_MOUNTED_WEAPON_TARGET(Ped shootingPed, Ped targetPed, Vehicle targetVehicle, float x, float y, float z)
SET_NEXT_DESIRED_MOVE_STATE(float p0)
SET_PARACHUTE_TASK_TARGET(Ped ped, float x, float y, float z)
SET_PARACHUTE_TASK_THRUST(Ped ped, float thrust)