CLEAR_WEATHER_TYPE_PERSIST
COMPARE_STRINGS(char* str1, char* str2, BOOL matchCase, int maxLength)
_COPY_MEMORY(Any* dst, Any src, int size)
CREATE_INCIDENT(int dispatchService, float x, float y, float z, int numUnits, float radius, int* outIncidentID)
CREATE_INCIDENT_WITH_ENTITY(int dispatchService, Ped ped, int numUnits, float radius, int* outIncidentID)
DELETE_INCIDENT(int incidentId)
DELETE_STUNT_JUMP(int p0)
DISABLE_HOSPITAL_RESTART(int hospitalIndex, BOOL toggle)
DISABLE_POLICE_RESTART(int policeIndex, BOOL toggle)
DISABLE_STUNT_JUMP_SET(int p0)
DISPLAY_ONSCREEN_KEYBOARD(int keyboardType, char* windowTitle, char* description, char* defaultText, char* defaultConcat1, char* defaultConcat2, char* defaultConcat3, int maxInputLength)
DISPLAY_ONSCREEN_KEYBOARD_WITH_LONGER_INITIAL_STRING(int keyboardType, char* windowTitle, char* description, char* defaultText, char* defaultConcat1, char* defaultConcat2, char* defaultConcat3, char* defaultConcat4, char* defaultConcat5, char* defaultConcat6, char* defaultConcat7, int maxInputLength)
DO_AUTO_SAVE
DOES_POP_MULTIPLIER_AREA_EXIST(int id)
DOES_POP_MULTIPLIER_SPHERE_EXIST(int id)
ENABLE_DISPATCH_SERVICE(int dispatchService, BOOL toggle)
ENABLE_STUNT_JUMP_SET(int p0)
ENABLE_TENNIS_MODE(Ped ped, BOOL toggle, BOOL p2)
END_REPLAY_STATS
FIND_SPAWN_POINT_IN_DIRECTION(float posX, float posY, float posZ, float dirX, float dirY, float dirZ, float distance, Vector3* spawnPoint)
FORCE_GAME_STATE_PLAYING
FORCE_LIGHTNING_FLASH
GET_ALLOCATED_STACK_SIZE
GET_ANGLE_BETWEEN_2D_VECTORS(float x1, float y1, float x2, float y2)
_GET_BASE_ELEMENT_METADATA(Any* p1, Any* p2, Any p3, BOOL p4)
_GET_BENCHMARK_ITERATIONS_FROM_COMMAND_LINE
_GET_BENCHMARK_PASS_FROM_COMMAND_LINE
_GET_BENCHMARK_TIME
GET_BITS_IN_RANGE(int var, int rangeStart, int rangeEnd)
_GET_CLOUD_HAT_OPACITY
GET_COORDS_OF_PROJECTILE_TYPE_IN_AREA(float x1, float y1, float z1, float x2, float y2, float z2, Hash projectileHash, Vector3* projectilePos, BOOL ownedByPlayer)
GET_COORDS_OF_PROJECTILE_TYPE_WITHIN_DISTANCE(Ped ped, Hash weaponHash, float distance, Vector3* outCoords, BOOL ownedByPlayer)
GET_DISTANCE_BETWEEN_COORDS(float x1, float y1, float z1, float x2, float y2, float z2, BOOL useZ)
GET_FAKE_WANTED_LEVEL
GET_FRAME_COUNT