Namespace: BRAIN
ADD_SCRIPT_TO_RANDOM_PED(char* name, Hash model, float p2, float p3)
DISABLE_SCRIPT_BRAIN_SET(int brainSet)
ENABLE_SCRIPT_BRAIN_SET(int brainSet)
IS_OBJECT_WITHIN_BRAIN_ACTIVATION_RANGE(Object object)
IS_WORLD_POINT_WITHIN_BRAIN_ACTIVATION_RANGE
REGISTER_OBJECT_SCRIPT_BRAIN(char* scriptName, Hash modelHash, int p2, float activationRange, int p4, int p5)
REGISTER_WORLD_POINT_SCRIPT_BRAIN(char* scriptName, float activationRange, int p2)
0x0B40ED49D7D6FF84
0x4D953DF78EBF8158
0x6D6840CEE8845831(char* action)
0x6E91B04E08773030(char* action)
Namespace: CAM
ADD_CAM_SPLINE_NODE(Cam camera, float x, float y, float z, float xRot, float yRot, float zRot, int length, int p8, int transitionType)
ADD_CAM_SPLINE_NODE_USING_CAMERA(Cam cam, Cam cam2, int length, int p3)
ADD_CAM_SPLINE_NODE_USING_CAMERA_FRAME(Cam cam, Cam cam2, int p2, int p3)
ADD_CAM_SPLINE_NODE_USING_GAMEPLAY_FRAME(Cam cam, int p1, int p2)
_ANIMATE_GAMEPLAY_CAM_ZOOM(float p0, float distance)
ANIMATED_SHAKE_CAM(Cam cam, char* p1, char* p2, char* p3, float amplitude)
ANIMATED_SHAKE_SCRIPT_GLOBAL(char* p0, char* p1, char* p2, float p3)
ATTACH_CAM_TO_ENTITY(Cam cam, Entity entity, float xOffset, float yOffset, float zOffset, BOOL isRelative)
ATTACH_CAM_TO_PED_BONE(Cam cam, Ped ped, int boneIndex, float xOffset, float yOffset, float zOffset, BOOL isRelative)
_ATTACH_CAM_TO_PED_BONE_2(Cam cam, Ped ped, int boneIndex, float p3, float p4, float p5, float p6, float p7, float p8, BOOL p9)
_ATTACH_CAM_TO_VEHICLE_BONE(Cam cam, Vehicle vehicle, int boneIndex, BOOL relativeRotation, float rotX, float rotY, float rotZ, float offX, float offY, float offZ, BOOL fixedDirection)
_CLAMP_GAMEPLAY_CAM_PITCH(float minimum, float maximum)
_CLAMP_GAMEPLAY_CAM_YAW(float minimum, float maximum)
CREATE_CAM(char* camName, BOOL active)
CREATE_CAM_WITH_PARAMS(char* camName, float posX, float posY, float posZ, float rotX, float rotY, float rotZ, float fov, BOOL active, int rotationOrder)
CREATE_CAMERA(Hash camHash, BOOL active)
CREATE_CAMERA_WITH_PARAMS(Hash camHash, float posX, float posY, float posZ, float rotX, float rotY, float rotZ, float fov, BOOL active, int rotationOrder)
CREATE_CINEMATIC_SHOT(Any p0, int p1, Any p2, Entity entity)
CUSTOM_MENU_COORDINATES(float p0)
DESTROY_ALL_CAMS(BOOL bScriptHostCam)
DESTROY_CAM(Cam cam, BOOL bScriptHostCam)
DETACH_CAM(Cam cam)