SET_DRIVE_TASK_DRIVING_STYLE(Ped ped, int drivingStyle)
SET_DRIVE_TASK_MAX_CRUISE_SPEED(Any p0, float p1)
SET_DRIVEBY_TASK_TARGET(Ped shootingPed, Ped targetPed, Vehicle targetVehicle, float x, float y, float z)
SET_EXCLUSIVE_SCENARIO_GROUP(char* scenarioGroup)
SET_GLOBAL_MIN_BIRD_FLIGHT_HEIGHT(float height)
SET_HIGH_FALL_TASK(Ped ped, Any duration, Any p2, Any p3)
SET_MOUNTED_WEAPON_TARGET(Ped shootingPed, Ped targetPed, Vehicle targetVehicle, float x, float y, float z)
SET_NEXT_DESIRED_MOVE_STATE(float p0)
SET_PARACHUTE_TASK_TARGET(Ped ped, float x, float y, float z)
SET_PARACHUTE_TASK_THRUST(Ped ped, float thrust)
SET_PED_CAN_PLAY_AMBIENT_IDLES(Ped ped, BOOL bBlockIdleClips, BOOL bRemoveIdleClipIfPlaying)
SET_PED_DESIRED_MOVE_BLEND_RATIO(Ped ped, float p1)
SET_PED_PATH_AVOID_FIRE(Ped ped, BOOL avoidFire)
SET_PED_PATH_CAN_DROP_FROM_HEIGHT(Ped ped, BOOL Toggle)
SET_PED_PATH_CAN_USE_CLIMBOVERS(Ped ped, BOOL Toggle)
SET_PED_PATH_CAN_USE_LADDERS(Ped ped, BOOL Toggle)
SET_PED_PATH_CLIMB_COST_MODIFIER(Ped ped, float modifier)
SET_PED_PATH_MAY_ENTER_WATER(Ped ped, BOOL mayEnterWater)
SET_PED_PATH_PREFER_TO_AVOID_WATER(Ped ped, BOOL avoidWater)
SET_PED_WAYPOINT_ROUTE_OFFSET(Any p0, Any p1, Any p2, Any p3)
SET_SCENARIO_GROUP_ENABLED(char* scenarioGroup, BOOL p1)
SET_SCENARIO_TYPE_ENABLED(char* scenarioType, BOOL toggle)
SET_SEQUENCE_TO_REPEAT(int taskSequenceId, BOOL repeat)
SET_TASK_MOVE_NETWORK_SIGNAL_BOOL(Ped ped, char* signalName, BOOL value)
SET_TASK_MOVE_NETWORK_SIGNAL_FLOAT(Ped ped, char* signalName, float value)
_SET_TASK_MOVE_NETWORK_SIGNAL_FLOAT_2(Ped ped, char* signalName, float value)
SET_TASK_VEHICLE_CHASE_BEHAVIOR_FLAG(Ped ped, int flag, BOOL set)
SET_TASK_VEHICLE_CHASE_IDEAL_PURSUIT_DISTANCE(Ped ped, float distance)
STOP_ANIM_PLAYBACK(Ped ped, int p1, BOOL p2)
STOP_ANIM_TASK(Ped ped, char* animDictionary, char* animationName, float animExitSpeed)
TASK_ACHIEVE_HEADING(Ped ped, float heading, int timeout)
_TASK_AGITATED_ACTION(Ped ped, Ped ped2)
TASK_AIM_GUN_AT_COORD(Ped ped, float x, float y, float z, int time, BOOL bInstantBlendToAim, BOOL bPlayAimIntro)
TASK_AIM_GUN_AT_ENTITY(Ped ped, Entity entity, int duration, BOOL bInstantBlendToAim)
TASK_AIM_GUN_SCRIPTED(Ped ped, Hash scriptTask, BOOL bDisableBlockingClip, BOOL bInstantBlendToAim)