CLEAR_PED_LAST_DAMAGE_BONE(Ped ped)
CLEAR_PED_NON_CREATION_AREA
CLEAR_PED_PARACHUTE_PACK_VARIATION(Ped ped)
CLEAR_PED_PROP(Ped ped, int propId)
CLEAR_PED_SCUBA_GEAR_VARIATION(Ped ped)
CLEAR_PED_STORED_HAT_PROP(Ped ped)
CLEAR_PED_WETNESS(Ped ped)
CLEAR_RAGDOLL_BLOCKING_FLAGS(Ped ped, int flags)
CLEAR_RELATIONSHIP_BETWEEN_GROUPS(int relationship, Hash group1, Hash group2)
CLONE_PED(Ped ped, BOOL isNetwork, BOOL bScriptHostPed, BOOL copyHeadBlendFlag)
_CLONE_PED_EX(Ped ped, float heading, BOOL isNetwork, BOOL bScriptHostPed, Any p4)
CLONE_PED_TO_TARGET(Ped ped, Ped targetPed)
_CLONE_PED_TO_TARGET_EX(Ped ped, Ped targetPed, Any p2)
CREATE_GROUP(int unused)
CREATE_NM_MESSAGE(BOOL startImmediately, int messageId)
CREATE_PARACHUTE_BAG_OBJECT(Ped ped, BOOL p1, BOOL p2)
CREATE_PED(int pedType, Hash modelHash, float x, float y, float z, float heading, BOOL isNetwork, BOOL bScriptHostPed)
CREATE_PED_INSIDE_VEHICLE(Vehicle vehicle, int pedType, Hash modelHash, int seat, BOOL isNetwork, BOOL bScriptHostPed)
CREATE_RANDOM_PED(float posX, float posY, float posZ)
CREATE_RANDOM_PED_AS_DRIVER(Vehicle vehicle, BOOL returnHandle)
CREATE_SYNCHRONIZED_SCENE(float x, float y, float z, float roll, float pitch, float yaw, int p6)
_CREATE_SYNCHRONIZED_SCENE_2(float x, float y, float z, float radius, Hash object)
DELETE_PED(Ped* ped)
DETACH_SYNCHRONIZED_SCENE(int sceneID)
DISABLE_HEAD_BLEND_PALETTE_COLOR(Ped ped)
DISABLE_PED_HEATSCALE_OVERRIDE(Ped ped)
DOES_GROUP_EXIST(int groupId)
_DOES_RELATIONSHIP_GROUP_EXIST(Hash groupHash)
_DOES_SCENARIO_BLOCKING_AREA_EXIST(float x1, float y1, float z1, float x2, float y2, float z2)
DROP_AMBIENT_PROP(Ped ped)
EXPLODE_PED_HEAD(Ped ped, Hash weaponHash)
FINALIZE_HEAD_BLEND(Ped ped)
FORCE_PED_AI_AND_ANIMATION_UPDATE(Ped ped, BOOL p1, BOOL p2)
FORCE_PED_MOTION_STATE(Ped ped, Hash motionStateHash, BOOL shouldReset, int updateState, BOOL forceAIPreCameraUpdate)
FORCE_PED_TO_OPEN_PARACHUTE(Ped ped)