GET_VEHICLE_NODE_IS_GPS_ALLOWED(int nodeID)
GET_VEHICLE_NODE_IS_SWITCHED_OFF(int nodeID)
GET_VEHICLE_NODE_POSITION(int nodeId, Vector3* outPosition)
GET_VEHICLE_NODE_PROPERTIES(float x, float y, float z, int* density, int* flags)
IS_NAVMESH_LOADED_IN_AREA(float x1, float y1, float z1, float x2, float y2, float z2)
_IS_NAVMESH_REQUIRED_REGION_OWNED_BY_ANY_THREAD
IS_POINT_ON_ROAD(float x, float y, float z, Vehicle vehicle)
IS_VEHICLE_NODE_ID_VALID(int vehicleNodeId)
LOAD_ALL_PATH_NODES(BOOL keepInMemory)
REMOVE_NAVMESH_BLOCKING_OBJECT(Any p0)
REMOVE_NAVMESH_REQUIRED_REGIONS
_REQUEST_PATHS_PREFER_ACCURATE_BOUNDINGSTRUCT(float x1, float y1, float x2, float y2)
_SET_AI_GLOBAL_PATH_NODES_TYPE(int type)
_SET_ALL_PATHS_CACHE_BOUNDINGSTRUCT(BOOL toggle)
SET_AMBIENT_PED_RANGE_MULTIPLIER_THIS_FRAME(float multiplier)
SET_GPS_DISABLED_ZONE(float x1, float y1, float z1, float x2, float y2, float z2)
SET_GPS_DISABLED_ZONE_AT_INDEX(float x1, float y1, float z1, float x2, float y2, float z2, int index)
SET_IGNORE_NO_GPS_FLAG(BOOL toggle)
_SET_IGNORE_SECONDARY_ROUTE_NODES(BOOL toggle)
SET_PED_PATHS_BACK_TO_ORIGINAL(Any p0, Any p1, Any p2, Any p3, Any p4, Any p5)
SET_PED_PATHS_IN_AREA(float x1, float y1, float z1, float x2, float y2, float z2, BOOL unknown)
SET_ROADS_BACK_TO_ORIGINAL(float p0, float p1, float p2, float p3, float p4, float p5)
SET_ROADS_BACK_TO_ORIGINAL_IN_ANGLED_AREA(float x1, float y1, float z1, float x2, float y2, float z2, float width)
SET_ROADS_IN_ANGLED_AREA(float x1, float y1, float z1, float x2, float y2, float z2, float width, BOOL unknown1, BOOL unknown2, BOOL unknown3)
SET_ROADS_IN_AREA(float x1, float y1, float z1, float x2, float y2, float z2, BOOL nodeEnabled, BOOL unknown2)
UPDATE_NAVMESH_BLOCKING_OBJECT(Object object, float posX, float posY, float posZ, float scaleX, float scaleY, float scaleZ, float heading, int flags)
0xAA76052DDA9BFC3E(Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6)
Namespace: PED
ADD_ARMOUR_TO_PED(Ped ped, int amount)
ADD_PED_DECORATION_FROM_HASHES(Ped ped, Hash collection, Hash overlay)
ADD_PED_DECORATION_FROM_HASHES_IN_CORONA(Ped ped, Hash collection, Hash overlay)
ADD_RELATIONSHIP_GROUP(char* name, Hash* groupHash)
ADD_SCENARIO_BLOCKING_AREA(float posMinX, float posMinY, float posMinZ, float posMaxX, float posMaxY, float posMaxZ, BOOL network, BOOL cancelActive, BOOL blockPeds, BOOL blockVehicles)
APPLY_DAMAGE_TO_PED(Ped ped, int damageAmount, BOOL armorFirst)
APPLY_PED_BLOOD(Ped ped, int boneIndex, float xRot, float yRot, float zRot, char* woundType)