Namespace: WEAPON
ADD_AMMO_TO_PED(Ped ped, Hash weaponHash, int ammo)
_ADD_AMMO_TO_PED_BY_TYPE(Ped ped, Hash ammoType, int ammo)
CAN_USE_WEAPON_ON_PARACHUTE(Hash weaponHash)
CLEAR_ENTITY_LAST_WEAPON_DAMAGE(Entity entity)
CLEAR_PED_LAST_WEAPON_DAMAGE(Ped ped)
_CREATE_AIR_DEFENSE_AREA(float p0, float p1, float p2, float p3, float p4, float p5, float p6, float p7, float p8, float p9, Hash weaponHash)
_CREATE_AIR_DEFENSE_SPHERE(float x, float y, float z, float radius, float p4, float p5, float p6, Hash weaponHash)
CREATE_WEAPON_OBJECT(Hash weaponHash, int ammoCount, float x, float y, float z, BOOL bCreateDefaultComponents, float scale, int customModelHash)
_DOES_AIR_DEFENSE_ZONE_EXIST(int zoneId)
DOES_WEAPON_TAKE_WEAPON_COMPONENT(Hash weaponHash, Hash componentHash)
ENABLE_LASER_SIGHT_RENDERING(BOOL toggle)
EXPLODE_PROJECTILES(Ped ped, Hash weaponHash, BOOL p2)
_FIRE_AIR_DEFENSE_WEAPON(int zoneId, float x, float y, float z)
GET_AMMO_IN_CLIP(Ped ped, Hash weaponHash, int* ammo)
GET_AMMO_IN_PED_WEAPON(Ped ped, Hash weaponhash)
GET_BEST_PED_WEAPON(Ped ped, BOOL p1)
GET_CURRENT_PED_VEHICLE_WEAPON(Ped ped, Hash* weaponHash)
GET_CURRENT_PED_WEAPON(Ped ped, Hash* weaponHash, BOOL p2)
GET_CURRENT_PED_WEAPON_ENTITY_INDEX(Ped ped)
GET_IS_PED_GADGET_EQUIPPED(Ped ped, Hash gadgetHash)
GET_LOCKON_DISTANCE_OF_CURRENT_PED_WEAPON(Ped ped)
GET_MAX_AMMO(Ped ped, Hash weaponHash, int* ammo)
_GET_MAX_AMMO_BY_TYPE(Ped ped, Hash ammoType, int* ammo)
GET_MAX_AMMO_IN_CLIP(Ped ped, Hash weaponHash, BOOL p2)
GET_MAX_RANGE_OF_CURRENT_PED_WEAPON(Ped ped)
GET_PED_AMMO_BY_TYPE(Ped ped, Hash ammoType)
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)