NETWORK_CLAN_PLAYER_IS_ACTIVE(int* networkHandle)
NETWORK_CLAN_RELEASE_EMBLEM(Any p0)
NETWORK_CLAN_REMOTE_MEMBERSHIPS_ARE_IN_CACHE(int* p0)
NETWORK_CLAN_REQUEST_EMBLEM(Any p0)
NETWORK_CLAN_SERVICE_IS_VALID
NETWORK_CLEAR_CLOCK_TIME_OVERRIDE
NETWORK_CLEAR_FOLLOW_INVITE
NETWORK_CLEAR_FOLLOWERS
NETWORK_CLEAR_FOUND_GAMERS
NETWORK_CLEAR_GET_GAMER_STATUS
NETWORK_CLEAR_GROUP_ACTIVITY
NETWORK_CLEAR_PROPERTY_ID
NETWORK_CLEAR_TRANSITION_CREATOR_HANDLE
NETWORK_CLEAR_VOICE_CHANNEL
NETWORK_CLEAR_VOICE_PROXIMITY_OVERRIDE
NETWORK_CLOSE_TRANSITION_MATCHMAKING
_NETWORK_CONCEAL_ENTITY(Entity entity, BOOL toggle)
NETWORK_CONCEAL_PLAYER(Player player, BOOL toggle, BOOL bAllowDamagingWhileConcealed)
NETWORK_CREATE_SYNCHRONISED_SCENE(float x, float y, float z, float xRot, float yRot, float zRot, int rotationOrder, BOOL holdLastFrame, BOOL looped, float phaseToStopScene, float phaseToStartScene, float animSpeed)
NETWORK_DID_FIND_GAMERS_SUCCEED
NETWORK_DID_GET_GAMER_STATUS_SUCCEED
NETWORK_DISABLE_INVINCIBLE_FLASHING(Player player, BOOL toggle)
NETWORK_DISABLE_LEAVE_REMOTE_PED_BEHIND(BOOL toggle)
NETWORK_DISABLE_PROXIMITY_MIGRATION(int netID)
_NETWORK_DISPLAYNAMES_FROM_HANDLES_START(Any* p0, Any p1)
NETWORK_DO_TRANSITION_QUICKMATCH(Any p0, Any p1, Any p2, Any p3)
NETWORK_DO_TRANSITION_QUICKMATCH_ASYNC(Any p0, Any p1, Any p2, Any p3)
NETWORK_DO_TRANSITION_QUICKMATCH_WITH_GROUP(Any p0, Any p1, Any p2, Any p3, Any* p4, Any p5)
NETWORK_DO_TRANSITION_TO_FREEMODE(Any* p0, Any p1, BOOL p2, int players, BOOL p4)
NETWORK_DO_TRANSITION_TO_GAME(BOOL p0, int maxPlayers)
NETWORK_DO_TRANSITION_TO_NEW_FREEMODE(Any* p0, Any* p1, int players, BOOL p3, BOOL p4, BOOL p5)
NETWORK_DO_TRANSITION_TO_NEW_GAME(BOOL p0, int maxPlayers, BOOL p2)
NETWORK_DOES_ENTITY_EXIST_WITH_NETWORK_ID(int netId)
NETWORK_DOES_NETWORK_ID_EXIST(int netId)
NETWORK_DOES_TUNABLE_EXIST(char* tunableContext, char* tunableName)