GET_CLOSEST_ROAD(float x, float y, float z, float minimumEdgeLength, int minimumLaneCount, Vector3* srcNode, Vector3* targetNode, int* laneCountForward, int* laneCountBackward, float* width, BOOL onlyMajorRoads)
GET_CLOSEST_VEHICLE_NODE(float x, float y, float z, Vector3* outPosition, int nodeType, float p5, float p6)
GET_CLOSEST_VEHICLE_NODE_WITH_HEADING(float x, float y, float z, Vector3* outPosition, float* outHeading, int nodeType, float p6, int p7)
GET_GPS_BLIP_ROUTE_FOUND
GET_GPS_BLIP_ROUTE_LENGTH
_GET_HEIGHTMAP_BOTTOM_Z_FOR_AREA(float x1, float y1, float x2, float y2)
_GET_HEIGHTMAP_BOTTOM_Z_FOR_POSITION(float x, float y)
_GET_HEIGHTMAP_TOP_Z_FOR_AREA(float x1, float y1, float x2, float y2)
_GET_HEIGHTMAP_TOP_Z_FOR_POSITION(float x, float y)
GET_NEXT_GPS_DISABLED_ZONE_INDEX(int index)
GET_NTH_CLOSEST_VEHICLE_NODE(float x, float y, float z, int nthClosest, Vector3* outPosition, Any unknown1, Any unknown2, Any unknown3)
GET_NTH_CLOSEST_VEHICLE_NODE_FAVOUR_DIRECTION(float x, float y, float z, float desiredX, float desiredY, float desiredZ, int nthClosest, Vector3* outPosition, float* outHeading, int nodetype, float p10, Any p11)
GET_NTH_CLOSEST_VEHICLE_NODE_ID(float x, float y, float z, int nth, int nodetype, float p5, float p6)
GET_NTH_CLOSEST_VEHICLE_NODE_ID_WITH_HEADING(float x, float y, float z, int nthClosest, Vector3* outPosition, float* outHeading, Any p6, float p7, float p8)
GET_NTH_CLOSEST_VEHICLE_NODE_WITH_HEADING(float x, float y, float z, int nthClosest, Vector3* outPosition, float* heading, int* totalLanes, int searchFlags, float zMeasureMult, float zTolerance)
GET_NUM_NAVMESHES_EXISTING_IN_AREA(float posMinX, float posMinY, float posMinZ, float posMaxX, float posMaxY, float posMaxZ)
_GET_POINT_ON_ROAD_SIDE(float x, float y, float z, int p3, Vector3* outPosition)
GET_POS_ALONG_GPS_TYPE_ROUTE(Vector3* result, BOOL bStartAtPlayerPos, float fDistanceAlongRoute, int slotType)
GET_RANDOM_VEHICLE_NODE(float x, float y, float z, float radius, BOOL p4, BOOL p5, BOOL p6, Vector3* outPosition, int* nodeId)
GET_ROAD_BOUNDARY_USING_HEADING(float x, float y, float z, float heading, Vector3* outPosition)
GET_SAFE_COORD_FOR_PED(float x, float y, float z, BOOL onGround, Vector3* outPosition, int flags)
GET_STREET_NAME_AT_COORD(float x, float y, float z, Hash* streetName, Hash* crossingRoad)
GET_VEHICLE_NODE_IS_GPS_ALLOWED(int nodeID)
GET_VEHICLE_NODE_IS_SWITCHED_OFF(int nodeID)
GET_VEHICLE_NODE_POSITION(int nodeId, Vector3* outPosition)
GET_VEHICLE_NODE_PROPERTIES(float x, float y, float z, int* density, int* flags)
IS_NAVMESH_LOADED_IN_AREA(float x1, float y1, float z1, float x2, float y2, float z2)
_IS_NAVMESH_REQUIRED_REGION_OWNED_BY_ANY_THREAD
IS_POINT_ON_ROAD(float x, float y, float z, Vehicle vehicle)
IS_VEHICLE_NODE_ID_VALID(int vehicleNodeId)
LOAD_ALL_PATH_NODES(BOOL keepInMemory)
REMOVE_NAVMESH_BLOCKING_OBJECT(Any p0)
REMOVE_NAVMESH_REQUIRED_REGIONS
_REQUEST_PATHS_PREFER_ACCURATE_BOUNDINGSTRUCT(float x1, float y1, float x2, float y2)
_SET_AI_GLOBAL_PATH_NODES_TYPE(int type)