ADD_ARMOUR_TO_PED(Ped ped, int amount)
ADD_PED_DECORATION_FROM_HASHES(Ped ped, Hash collection, Hash overlay)
ADD_PED_DECORATION_FROM_HASHES_IN_CORONA(Ped ped, Hash collection, Hash overlay)
ADD_RELATIONSHIP_GROUP(char* name, Hash* groupHash)
ADD_SCENARIO_BLOCKING_AREA(float x1, float y1, float z1, float x2, float y2, float z2, BOOL p6, BOOL p7, BOOL p8, BOOL p9)
APPLY_DAMAGE_TO_PED(Ped ped, int damageAmount, BOOL armorFirst)
APPLY_PED_BLOOD(Ped ped, int boneIndex, float xRot, float yRot, float zRot, char* woundType)
APPLY_PED_BLOOD_BY_ZONE(Ped ped, Any p1, float p2, float p3, Any* p4)
APPLY_PED_BLOOD_DAMAGE_BY_ZONE(Ped ped, Any p1, float p2, float p3, Any p4)
APPLY_PED_BLOOD_SPECIFIC(Ped ped, Any p1, float p2, float p3, float p4, float p5, Any p6, float p7, Any* p8)
APPLY_PED_DAMAGE_DECAL(Ped ped, int damageZone, float xOffset, float yOffset, float heading, float scale, float alpha, int variation, BOOL fadeIn, char* decalName)
APPLY_PED_DAMAGE_PACK(Ped ped, char* damagePack, float damage, float mult)
ATTACH_SYNCHRONIZED_SCENE_TO_ENTITY(int sceneID, Entity entity, int boneIndex)
_BLOCK_PED_DEAD_BODY_SHOCKING_EVENTS(Ped ped, BOOL toggle)
CAN_CREATE_RANDOM_BIKE_RIDER
CAN_CREATE_RANDOM_COPS
CAN_CREATE_RANDOM_DRIVER
CAN_CREATE_RANDOM_PED(BOOL unk)
CAN_KNOCK_PED_OFF_VEHICLE(Ped ped)
CAN_PED_IN_COMBAT_SEE_TARGET(Ped ped, Ped target)
CAN_PED_RAGDOLL(Ped ped)
CAN_PED_SEE_HATED_PED(Ped ped1, Ped ped2)
CLEAR_ALL_PED_PROPS(Ped ped)
CLEAR_ALL_PED_VEHICLE_FORCED_SEAT_USAGE(Ped ped)
_CLEAR_FACIAL_CLIPSET_OVERRIDE(Ped ped)
CLEAR_FACIAL_IDLE_ANIM_OVERRIDE(Ped ped)
CLEAR_PED_ALTERNATE_MOVEMENT_ANIM(Ped ped, int stance, float p2)
CLEAR_PED_ALTERNATE_WALK_ANIM(Ped ped, float p1)
CLEAR_PED_BLOOD_DAMAGE(Ped ped)
CLEAR_PED_BLOOD_DAMAGE_BY_ZONE(Ped ped, int p1)
_CLEAR_PED_COVER_CLIPSET_OVERRIDE(Ped ped)
CLEAR_PED_DAMAGE_DECAL_BY_ZONE(Ped ped, int p1, char* p2)
CLEAR_PED_DECORATIONS(Ped ped)
CLEAR_PED_DECORATIONS_LEAVE_SCARS(Ped ped)
CLEAR_PED_DRIVE_BY_CLIPSET_OVERRIDE(Ped ped)