IS_CAM_SHAKING(Cam cam)
IS_CAM_SPLINE_PAUSED(Any p0)
IS_CINEMATIC_CAM_INPUT_ACTIVE
IS_CINEMATIC_CAM_RENDERING
IS_CINEMATIC_CAM_SHAKING
IS_CINEMATIC_IDLE_CAM_RENDERING
IS_CINEMATIC_SHOT_ACTIVE(Any p0)
IS_FIRST_PERSON_AIM_CAM_ACTIVE
IS_FOLLOW_PED_CAM_ACTIVE
IS_FOLLOW_VEHICLE_CAM_ACTIVE
IS_GAMEPLAY_CAM_LOOKING_BEHIND
IS_GAMEPLAY_CAM_RENDERING
IS_GAMEPLAY_CAM_SHAKING
IS_GAMEPLAY_HINT_ACTIVE
_IS_IN_VEHICLE_CAM_DISABLED
IS_SCREEN_FADED_IN
IS_SCREEN_FADED_OUT
IS_SCREEN_FADING_IN
IS_SCREEN_FADING_OUT
IS_SCRIPT_GLOBAL_SHAKING
IS_SPHERE_VISIBLE(float x, float y, float z, float radius)
OVERRIDE_CAM_SPLINE_MOTION_BLUR(Cam cam, int p1, float p2, float p3)
OVERRIDE_CAM_SPLINE_VELOCITY(Cam cam, int p1, float p2, float p3)
PLAY_CAM_ANIM(Cam cam, char* animName, char* animDictionary, float x, float y, float z, float xRot, float yRot, float zRot, BOOL p9, int p10)
PLAY_SYNCHRONIZED_CAM_ANIM(Cam camera, int scene, char* animName, char* animDictionary)
POINT_CAM_AT_COORD(Cam cam, float x, float y, float z)
POINT_CAM_AT_ENTITY(Cam cam, Entity entity, float offsetX, float offsetY, float offsetZ, BOOL p5)
POINT_CAM_AT_PED_BONE(Cam cam, Ped ped, int boneIndex, float x, float y, float z, BOOL p6)
RENDER_SCRIPT_CAMS(BOOL render, BOOL ease, int easeTime, BOOL p3, BOOL p4)
_REPLAY_FREE_CAM_GET_MAX_RANGE
SET_CAM_ACTIVE(Cam cam, BOOL active)
SET_CAM_ACTIVE_WITH_INTERP(Cam camTo, Cam camFrom, int duration, int easeLocation, int easeRotation)
SET_CAM_AFFECTS_AIMING(Cam cam, BOOL toggle)
SET_CAM_ANIM_CURRENT_PHASE(Cam cam, float phase)
SET_CAM_COORD(Cam cam, float posX, float posY, float posZ)