SEND_DUI_MOUSE_DOWN(long duiObject, char* button)
SEND_DUI_MOUSE_MOVE(long duiObject, int x, int y)
SEND_DUI_MOUSE_UP(long duiObject, char* button)
SEND_DUI_MOUSE_WHEEL(long duiObject, int deltaY, int deltaX)
SEND_LOADING_SCREEN_MESSAGE(char* jsonString)
SEND_NUI_MESSAGE(char* jsonString)
SET_AIM_COOLDOWN(int value)
SET_AUDIO_SUBMIX_EFFECT_PARAM_FLOAT(int submixId, int effectSlot, int paramIndex, float paramValue)
SET_AUDIO_SUBMIX_EFFECT_PARAM_INT(int submixId, int effectSlot, int paramIndex, int paramValue)
SET_AUDIO_SUBMIX_EFFECT_RADIO_FX(int submixId, int effectSlot)
SET_AUDIO_SUBMIX_OUTPUT_VOLUMES(int submixId, int outputSlot, float frontLeftVolume, float frontRightVolume, float rearLeftVolume, float rearRightVolume, float channel5Volume, float channel6Volume)
SET_BLIP_SPRITE(Blip blip, int spriteId)
SET_CALMING_QUAD_BOUNDS(int waterQuad, int minX, int minY, int maxX, int maxY)
SET_CALMING_QUAD_DAMPENING(int calmingQuad, float dampening)
SET_CONVAR(char* varName, char* value)
SET_CONVAR_REPLICATED(char* varName, char* value)
SET_CONVAR_SERVER_INFO(char* varName, char* value)
SET_CURRENT_PED_WEAPON(Ped ped, Hash weaponHash, BOOL bForceInHand)
SET_DEFAULT_VEHICLE_NUMBER_PLATE_TEXT_PATTERN(int plateIndex, char* pattern)
SET_DISCORD_APP_ID(char* appId)
SET_DISCORD_RICH_PRESENCE_ACTION(int index, char* label, char* url)
SET_DISCORD_RICH_PRESENCE_ASSET(char* assetName)
SET_DISCORD_RICH_PRESENCE_ASSET_SMALL(char* assetName)
SET_DISCORD_RICH_PRESENCE_ASSET_SMALL_TEXT(char* text)
SET_DISCORD_RICH_PRESENCE_ASSET_TEXT(char* text)
SET_DUI_URL(long duiObject, char* url)
SET_ENTITY_COORDS(Entity entity, float xPos, float yPos, float zPos, BOOL alive, BOOL deadFlag, BOOL ragdollFlag, BOOL clearArea)
SET_ENTITY_DISTANCE_CULLING_RADIUS(Entity entity, float radius)
SET_ENTITY_DRAW_OUTLINE(Entity entity, BOOL enabled)
SET_ENTITY_DRAW_OUTLINE_COLOR(int red, int green, int blue, int alpha)
SET_ENTITY_DRAW_OUTLINE_SHADER(int shader)
SET_ENTITY_HEADING(Entity entity, float heading)
SET_ENTITY_IGNORE_REQUEST_CONTROL_FILTER(Entity entity, bool ignore)
SET_ENTITY_MATRIX(Entity entity, float forwardX, float forwardY, float forwardZ, float rightX, float rightY, float rightZ, float upX, float upY, float upZ, float atX, float atY, float atZ)
SET_ENTITY_ROTATION(Entity entity, float pitch, float roll, float yaw, int rotationOrder, BOOL bDeadCheck)