USE_WAYPOINT_RECORDING_AS_ASSISTED_MOVEMENT_ROUTE(char* name, BOOL p1, float p2, float p3)
VEHICLE_WAYPOINT_PLAYBACK_OVERRIDE_SPEED(Vehicle vehicle, float speed)
VEHICLE_WAYPOINT_PLAYBACK_PAUSE(Vehicle vehicle)
VEHICLE_WAYPOINT_PLAYBACK_RESUME(Vehicle vehicle)
VEHICLE_WAYPOINT_PLAYBACK_USE_DEFAULT_SPEED(Vehicle vehicle)
WAYPOINT_PLAYBACK_GET_IS_PAUSED(Any p0)
WAYPOINT_PLAYBACK_OVERRIDE_SPEED(Any p0, float p1, BOOL p2)
WAYPOINT_PLAYBACK_PAUSE(Any p0, BOOL p1, BOOL p2)
WAYPOINT_PLAYBACK_RESUME(Any p0, BOOL p1, Any p2, Any p3)
WAYPOINT_PLAYBACK_START_AIMING_AT_COORD(Any p0, float p1, float p2, float p3, BOOL p4)
WAYPOINT_PLAYBACK_START_AIMING_AT_PED(Any p0, Any p1, BOOL p2)
WAYPOINT_PLAYBACK_START_SHOOTING_AT_COORD(Any p0, float p1, float p2, float p3, BOOL p4, Any p5)
WAYPOINT_PLAYBACK_START_SHOOTING_AT_PED(Any p0, Any p1, BOOL p2, Any p3)
WAYPOINT_PLAYBACK_STOP_AIMING_OR_SHOOTING(Any p0)
WAYPOINT_PLAYBACK_USE_DEFAULT_SPEED(Any p0)
WAYPOINT_RECORDING_GET_CLOSEST_WAYPOINT(char* name, float x, float y, float z, int* point)
WAYPOINT_RECORDING_GET_COORD(char* name, int point, Vector3* coord)
WAYPOINT_RECORDING_GET_NUM_POINTS(char* name, int* points)
WAYPOINT_RECORDING_GET_SPEED_AT_POINT(char* name, int point)
0x0FFB3C758E8C07B9(Ped ped, BOOL p1)
0x1F351CF1C6475734(Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7, Any p8, Any p9)
0x29682E2CCF21E9B5(Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7, Any p8, Any p9, Any p10, Any p11, Any p12, Any p13)
0x3E38E28A1D80DDF6(Ped ped)
0x53DDC75BC3AC0A90(Vehicle vehicle)
0x6100B3CEFD43452E(Any p0)
0x8423541E8B3A1589(Any p0, Any p1, Any p2)
0x8634CEF2522D987B(Ped ped, char* p1, float value)
0x9D252648778160DF(Any p0)
0xAB13A5565480B6D9(Ped ped, char* p1)
0xFA83CA6776038F64(float x, float y, float z)
Namespace: VEHICLE
ADD_ROAD_NODE_SPEED_ZONE(float x, float y, float z, float radius, float speed, BOOL p5)
ADD_VEHICLE_COMBAT_ANGLED_AVOIDANCE_AREA(float p0, float p1, float p2, float p3, float p4, float p5, float p6)
ADD_VEHICLE_PHONE_EXPLOSIVE_DEVICE(Vehicle vehicle)
ADD_VEHICLE_STUCK_CHECK_WITH_WARP(Any p0, float p1, Any p2, BOOL p3, BOOL p4, BOOL p5, Any p6)