IS_ANY_PED_NEAR_POINT(float x, float y, float z, float radius)
IS_ANY_PED_SHOOTING_IN_AREA(float minX, float minY, float minZ, float maxX, float maxY, float maxZ, BOOL bHighlightArea, BOOL bDo3DCheck)
IS_CONVERSATION_PED_DEAD(Ped ped)
IS_COP_PED_IN_AREA_3D(float x1, float y1, float z1, float x2, float y2, float z2)
IS_PED_A_PLAYER(Ped ped)
IS_PED_AIMING_FROM_COVER(Ped ped)
IS_PED_BEING_JACKED(Ped ped)
IS_PED_BEING_STEALTH_KILLED(Ped ped)
IS_PED_BEING_STUNNED(Ped ped, int p1)
_IS_PED_BLUSH_COLOR_VALID(int colorID)
_IS_PED_BLUSH_COLOR_VALID_2(int colorId)
_IS_PED_BODY_BLEMISH_VALID(int colorID)
IS_PED_CLIMBING(Ped ped)
IS_PED_COMPONENT_VARIATION_VALID(Ped ped, int componentId, int drawableId, int textureId)
IS_PED_DEAD_OR_DYING(Ped ped, BOOL checkMeleeDeathFlags)
IS_PED_DEFENSIVE_AREA_ACTIVE(Ped ped, BOOL p1)
IS_PED_DIVING(Ped ped)
_IS_PED_DOING_BEAST_JUMP(Ped ped)
IS_PED_DOING_DRIVEBY(Ped ped)
IS_PED_DUCKING(Ped ped)
IS_PED_EVASIVE_DIVING(Ped ped, Entity* evadingEntity)
IS_PED_FACING_PED(Ped ped, Ped otherPed, float angle)
IS_PED_FALLING(Ped ped)
IS_PED_FATALLY_INJURED(Ped ped)
IS_PED_FLEEING(Ped ped)
IS_PED_GETTING_INTO_A_VEHICLE(Ped ped)
IS_PED_GOING_INTO_COVER(Ped ped)
IS_PED_GROUP_MEMBER(Ped ped, int groupId)
_IS_PED_HAIR_COLOR_VALID(int colorID)
_IS_PED_HAIR_COLOR_VALID_2(int colorId)
IS_PED_HANGING_ON_TO_VEHICLE(Ped ped)
IS_PED_HEADING_TOWARDS_POSITION(Ped ped, float x, float y, float z, float p4)
IS_PED_HEADTRACKING_ENTITY(Ped ped, Entity entity)
IS_PED_HEADTRACKING_PED(Ped ped1, Ped ped2)
_IS_PED_HELMET_UNK(Ped ped)