TASK_USE_NEAREST_SCENARIO_TO_COORD(Ped ped, float x, float y, float z, float distance, int duration)
TASK_USE_NEAREST_SCENARIO_TO_COORD_WARP(Ped ped, float x, float y, float z, float radius, Any p5)
TASK_VEHICLE_AIM_AT_COORD(Ped ped, float x, float y, float z)
TASK_VEHICLE_AIM_AT_PED(Ped ped, Ped target)
TASK_VEHICLE_CHASE(Ped driver, Entity targetEnt)
TASK_VEHICLE_DRIVE_TO_COORD(Ped ped, Vehicle vehicle, float x, float y, float z, float speed, Any p6, Hash vehicleModel, int drivingMode, float stopRange, float p10)
TASK_VEHICLE_DRIVE_TO_COORD_LONGRANGE(Ped ped, Vehicle vehicle, float x, float y, float z, float speed, int drivingStyle, float stopRange)
TASK_VEHICLE_DRIVE_WANDER(Ped ped, Vehicle vehicle, float speed, int drivingStyle)
TASK_VEHICLE_ESCORT(Ped ped, Vehicle vehicle, Vehicle targetVehicle, int mode, float speed, int drivingStyle, float minDistance, int p7, float noRoadsDistance)
TASK_VEHICLE_FOLLOW(Ped driver, Vehicle vehicle, Entity targetEntity, float speed, int drivingStyle, int minDistance)
TASK_VEHICLE_FOLLOW_WAYPOINT_RECORDING(Ped ped, Vehicle vehicle, char* WPRecording, int p3, int p4, int p5, int p6, float p7, BOOL p8, float p9)
TASK_VEHICLE_GOTO_NAVMESH(Ped ped, Vehicle vehicle, float x, float y, float z, float speed, int behaviorFlag, float stoppingRange)
TASK_VEHICLE_HELI_PROTECT(Ped pilot, Vehicle vehicle, Entity entityToFollow, float targetSpeed, int p4, float radius, int altitude, int p7)
TASK_VEHICLE_MISSION(Ped ped, Vehicle vehicle, Vehicle vehicleTarget, int missionType, float speed, int drivingStyle, float radius, float straightLineDist, BOOL DriveAgainstTraffic)
TASK_VEHICLE_MISSION_COORS_TARGET(Ped ped, Vehicle vehicle, float x, float y, float z, int missionType, float speed, int drivingStyle, float radius, float straightLineDist, BOOL DriveAgainstTraffic)
TASK_VEHICLE_MISSION_PED_TARGET(Ped ped, Vehicle vehicle, Ped pedTarget, int missionType, float speed, int drivingStyle, float radius, float straightLineDist, BOOL DriveAgainstTraffic)
TASK_VEHICLE_PARK(Ped ped, Vehicle vehicle, float x, float y, float z, float heading, int mode, float radius, BOOL keepEngineOn)
TASK_VEHICLE_PLAY_ANIM(Vehicle vehicle, char* animationSet, char* animationName)
TASK_VEHICLE_SHOOT_AT_COORD(Ped ped, float x, float y, float z, float p4)
TASK_VEHICLE_SHOOT_AT_PED(Ped ped, Ped target, float p2)
TASK_VEHICLE_TEMP_ACTION(Ped driver, Vehicle vehicle, int action, int time)
TASK_WANDER_IN_AREA(Ped ped, float x, float y, float z, float radius, int minimalLength, float timeBetweenWalks)
_TASK_WANDER_SPECIFIC(Any p0, Any p1, Any p2, Any p3)
TASK_WANDER_STANDARD(Ped ped, float p1, int p2)
TASK_WARP_PED_DIRECTLY_INTO_COVER(Ped ped, int time, BOOL canPeekAndAim, BOOL forceInitialFacingDirection, BOOL forceFaceLeft, int coverIndex)
TASK_WARP_PED_INTO_VEHICLE(Ped ped, Vehicle vehicle, int seatIndex)
TASK_WRITHE(Ped ped, Ped target, int time, int p3)
UNCUFF_PED(Ped ped)
UPDATE_TASK_AIM_GUN_SCRIPTED_TARGET(Ped p0, Ped p1, float p2, float p3, float p4, BOOL p5)
UPDATE_TASK_HANDS_UP_DURATION(Ped ped, int duration)
UPDATE_TASK_SWEEP_AIM_ENTITY(Ped ped, Entity entity)
UPDATE_TASK_SWEEP_AIM_POSITION(Any p0, float p1, float p2, float p3)
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)