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_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)
DISABLE_AIM_CAM_THIS_UPDATE
_DISABLE_CAM_COLLISION_FOR_ENTITY(Entity entity)
DISABLE_CAM_COLLISION_FOR_OBJECT(Entity entity)
_DISABLE_FIRST_PERSON_CAM_THIS_FRAME
_DISABLE_VEHICLE_FIRST_PERSON_CAM_THIS_FRAME
DO_SCREEN_FADE_IN(int duration)
DO_SCREEN_FADE_OUT(int duration)
DOES_CAM_EXIST(Cam cam)
_ENABLE_CROSSHAIR_THIS_FRAME
FORCE_CINEMATIC_RENDERING_THIS_UPDATE(BOOL p0)
_GET_CAM_ACTIVE_VIEW_MODE_CONTEXT
GET_CAM_ANIM_CURRENT_PHASE(Cam cam)
GET_CAM_COORD(Cam cam)
_GET_CAM_DOF_STRENGTH(Cam cam)
GET_CAM_FAR_CLIP(Cam cam)