IS_ENTITY_PLAYING_ANIM(Entity entity, char* animDict, char* animName, int taskFlag)
IS_ENTITY_STATIC(Entity entity)
IS_ENTITY_TOUCHING_ENTITY(Entity entity, Entity targetEntity)
IS_ENTITY_TOUCHING_MODEL(Entity entity, Hash modelHash)
IS_ENTITY_UPRIGHT(Entity entity, float angle)
IS_ENTITY_UPSIDEDOWN(Entity entity)
IS_ENTITY_VISIBLE(Entity entity)
IS_ENTITY_VISIBLE_TO_SCRIPT(Entity entity)
IS_ENTITY_WAITING_FOR_WORLD_COLLISION(Entity entity)
PLAY_ENTITY_ANIM(Entity entity, char* animName, char* animDict, float fBlendDelta, BOOL bLoop, BOOL bHoldLastFrame, BOOL bDriveToPose, float fStartPhase, int iFlags)
PLAY_SYNCHRONIZED_ENTITY_ANIM(Entity entity, int syncedScene, char* animName, char* animDictName, float fBlendInDelta, float fBlendOutDelta, int iFlags, float fMoverBlendInDelta)
PLAY_SYNCHRONIZED_MAP_ENTITY_ANIM(float x, float y, float z, float radius, Hash objectModelHash, int sceneId, char* pAnimName, char* pAnimDictName, float fBlendDelta, float fBlendOutDelta, int flags, float fMoverBlendInDelta)
PROCESS_ENTITY_ATTACHMENTS(Entity entity)
REMOVE_FORCED_OBJECT(Any p0, Any p1, Any p2, Any p3, Any p4)
REMOVE_MODEL_HIDE(float x, float y, float z, float radius, Hash model, BOOL p5)
REMOVE_MODEL_SWAP(float x, float y, float z, float radius, Hash oldModelHash, Hash newModelHash, BOOL bLazy)
RESET_ENTITY_ALPHA(Entity entity)
SET_CAN_AUTO_VAULT_ON_ENTITY(Entity entity, BOOL toggle)
SET_CAN_CLIMB_ON_ENTITY(Entity entity, BOOL toggle)
SET_ENTITY_ALPHA(Entity entity, int alphaLevel, BOOL skin)
SET_ENTITY_ALWAYS_PRERENDER(Entity entity, BOOL toggle)
_SET_ENTITY_ANGULAR_VELOCITY(Entity entity, float x, float y, float z)
SET_ENTITY_ANIM_CURRENT_TIME(Entity entity, char* animDictionary, char* animName, float time)
SET_ENTITY_ANIM_SPEED(Entity entity, char* animDictionary, char* animName, float speedMultiplier)
SET_ENTITY_AS_MISSION_ENTITY(Entity entity, BOOL scriptHostObject, BOOL bGrabFromOtherScript)
SET_ENTITY_AS_NO_LONGER_NEEDED(Entity* entity)
SET_ENTITY_CAN_BE_DAMAGED(Entity entity, BOOL toggle)
SET_ENTITY_CAN_BE_DAMAGED_BY_RELATIONSHIP_GROUP(Entity entity, BOOL bCanBeDamaged, int relGroup)
SET_ENTITY_CAN_BE_TARGETED_WITHOUT_LOS(Entity entity, BOOL toggle)
_SET_ENTITY_CLEANUP_BY_ENGINE(Entity entity, BOOL toggle)
SET_ENTITY_COLLISION(Entity entity, BOOL toggle, BOOL keepPhysics)
SET_ENTITY_COMPLETELY_DISABLE_COLLISION(Entity entity, BOOL toggle, BOOL keepPhysics)
SET_ENTITY_COORDS(Entity entity, float xPos, float yPos, float zPos, BOOL alive, BOOL deadFlag, BOOL ragdollFlag, BOOL clearArea)
SET_ENTITY_COORDS_NO_OFFSET(Entity entity, float x, float y, float z, BOOL keepTasks, BOOL keepIK, BOOL doWarp)
SET_ENTITY_COORDS_WITHOUT_PLANTS_RESET(Entity entity, float xPos, float yPos, float zPos, BOOL alive, BOOL deadFlag, BOOL ragdollFlag, BOOL clearArea)