0xEEBFC7A7EFDC35B4(Vehicle vehicle)
0xEF9D388F8D377F44(Vehicle vehicle, BOOL p1)
0xF051D9BFB6BA39C0(Any p0)
0xF25E02CB9C5818F8
0xF3B0E0AED097A3F5(Any p0, Any p1)
0xF8B49F5BA7F850E7(Vehicle vehicle, int p1)
0xFAF2A78061FD9EF4(Any p0, float p1, float p2, float p3)
Namespace: WATER
ADD_EXTRA_CALMING_QUAD(float xLow, float yLow, float xHigh, float yHigh, float height)
GET_DEEP_OCEAN_SCALER
GET_WATER_HEIGHT(float x, float y, float z, float* height)
GET_WATER_HEIGHT_NO_WAVES(float x, float y, float z, float* height)
MODIFY_WATER(float x, float y, float height, float radius)
_REMOVE_CURRENT_RISE(int p0)
RESET_DEEP_OCEAN_SCALER
SET_DEEP_OCEAN_SCALER(float intensity)
TEST_PROBE_AGAINST_ALL_WATER(float x1, float y1, float z1, float x2, float y2, float z2, int flag, Vector3* result)
TEST_PROBE_AGAINST_WATER(float x1, float y1, float z1, float x2, float y2, float z2, Vector3* result)
TEST_VERTICAL_PROBE_AGAINST_ALL_WATER(float x, float y, float z, int flag, float* height)
0x547237AA71AB44DE(float p0)
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)