GET_PED_AMMO_TYPE_FROM_WEAPON(Ped ped, Hash weaponHash)
_GET_PED_AMMO_TYPE_FROM_WEAPON_2(Ped ped, Hash weaponHash)
GET_PED_LAST_WEAPON_IMPACT_COORD(Ped ped, Vector3* coords)
_GET_PED_WEAPON_LIVERY_COLOR(Ped ped, Hash weaponHash, Hash camoComponentHash)
GET_PED_WEAPON_TINT_INDEX(Ped ped, Hash weaponHash)
GET_PED_WEAPONTYPE_IN_SLOT(Ped ped, Hash weaponSlot)
GET_SELECTED_PED_WEAPON(Ped ped)
GET_WEAPON_CLIP_SIZE(Hash weaponHash)
GET_WEAPON_COMPONENT_HUD_STATS(Hash componentHash, int* outData)
GET_WEAPON_COMPONENT_TYPE_MODEL(Hash componentHash)
_GET_WEAPON_COMPONENT_VARIANT_EXTRA_COMPONENT_COUNT(Hash componentHash)
_GET_WEAPON_COMPONENT_VARIANT_EXTRA_COMPONENT_MODEL(Hash componentHash, int extraComponentIndex)
GET_WEAPON_DAMAGE(Hash weaponHash, Hash componentHash)
GET_WEAPON_DAMAGE_TYPE(Hash weaponHash)
GET_WEAPON_HUD_STATS(Hash weaponHash, Any* outData)
GET_WEAPON_OBJECT_FROM_PED(Ped ped, BOOL p1)
_GET_WEAPON_OBJECT_LIVERY_COLOR(Object weaponObject, Hash camoComponentHash)
GET_WEAPON_OBJECT_TINT_INDEX(Object weapon)
_GET_WEAPON_TIME_BETWEEN_SHOTS(Hash weaponHash)
GET_WEAPON_TINT_COUNT(Hash weaponHash)
GET_WEAPONTYPE_GROUP(Hash weaponHash)
GET_WEAPONTYPE_MODEL(Hash weaponHash)
GET_WEAPONTYPE_SLOT(Hash weaponHash)
GIVE_DELAYED_WEAPON_TO_PED(Ped ped, Hash weaponHash, int ammoCount, BOOL bForceInHand)
_GIVE_LOADOUT_TO_PED(Ped ped, Hash loadoutHash)
GIVE_WEAPON_COMPONENT_TO_PED(Ped ped, Hash weaponHash, Hash componentHash)
GIVE_WEAPON_COMPONENT_TO_WEAPON_OBJECT(Object weaponObject, Hash addonHash)
GIVE_WEAPON_OBJECT_TO_PED(Object weaponObject, Ped ped)
GIVE_WEAPON_TO_PED(Ped ped, Hash weaponHash, int ammoCount, BOOL isHidden, BOOL bForceInHand)
HAS_ENTITY_BEEN_DAMAGED_BY_WEAPON(Entity entity, Hash weaponHash, int weaponType)
HAS_PED_BEEN_DAMAGED_BY_WEAPON(Ped ped, Hash weaponHash, int weaponType)
HAS_PED_GOT_WEAPON(Ped ped, Hash weaponHash, BOOL p2)
HAS_PED_GOT_WEAPON_COMPONENT(Ped ped, Hash weaponHash, Hash componentHash)
HAS_VEHICLE_GOT_PROJECTILE_ATTACHED(Ped driver, Vehicle vehicle, Hash weaponHash, Any p3)
HAS_WEAPON_ASSET_LOADED(Hash weaponHash)