GET_SHOP_PED_APPAREL_VARIANT_COMPONENT_COUNT(Hash componentHash)
GET_SHOP_PED_COMPONENT(Hash componentHash, Any* outComponent)
GET_SHOP_PED_OUTFIT(Any p0, Any* p1)
GET_SHOP_PED_OUTFIT_COMPONENT_VARIANT(Any outfit, int slot, Any* item)
GET_SHOP_PED_OUTFIT_LOCATE(Any p0)
GET_SHOP_PED_OUTFIT_PROP_VARIANT(Any outfit, int slot, Any* item)
GET_SHOP_PED_PROP(Any componentHash, Any* outProp)
GET_SHOP_PED_QUERY_COMPONENT(int componentId, int* outComponent)
GET_SHOP_PED_QUERY_OUTFIT(Any p0, Any* outfit)
GET_SHOP_PED_QUERY_PROP(Any p0, Any* p1)
_GET_TATTOO_COLLECTION_DATA(int characterType, int decorationIndex, Any* outComponent)
GET_VARIANT_COMPONENT(Hash componentHash, int componentId, Any* nameHash, Any* enumValue, Any* componentType)
INIT_SHOP_PED_COMPONENT(int* outComponent)
INIT_SHOP_PED_PROP(int* outProp)
IS_CONTENT_ITEM_LOCKED(Any* itemHash)
IS_DLC_VEHICLE_MOD(Any hash)
0x50F457823CE6EB5F(int p0, int p1, int p2, int p3)
0xF3FBE2D50A6A8C28(int character, BOOL p1)
Namespace: FILES
_GET_SHOP_PED_APPAREL_VARIANT_PROP_COUNT(Hash propHash)
_GET_VARIANT_PROP(Any componentHash, Any variantPropIndex, Any nameHash, Any enumValue, Any anchorPoint)
_LOAD_CONTENT_CHANGE_SET_GROUP(Hash hash)
_UNLOAD_CONTENT_CHANGE_SET_GROUP(Hash hash)
Namespace: FIRE
ADD_EXPLOSION(float x, float y, float z, int explosionType, float damageScale, BOOL isAudible, BOOL isInvisible, float cameraShake)
ADD_EXPLOSION_WITH_USER_VFX(float x, float y, float z, int explosionType, Hash explosionFx, float damageScale, BOOL isAudible, BOOL isInvisible, float cameraShake)
ADD_OWNED_EXPLOSION(Ped ped, float x, float y, float z, int explosionType, float damageScale, BOOL isAudible, BOOL isInvisible, float cameraShake)
GET_CLOSEST_FIRE_POS(Vector3* outPosition, float x, float y, float z)
_GET_ENTITY_INSIDE_EXPLOSION_AREA(int explosionType, float x1, float y1, float z1, float x2, float y2, float z2, float radius)
_GET_ENTITY_INSIDE_EXPLOSION_SPHERE(int explosionType, float x, float y, float z, float radius)
GET_NUMBER_OF_FIRES_IN_RANGE(float x, float y, float z, float radius)
IS_ENTITY_ON_FIRE(Entity entity)
IS_EXPLOSION_ACTIVE_IN_AREA(int explosionType, float x1, float y1, float z1, float x2, float y2, float z2)
IS_EXPLOSION_IN_ANGLED_AREA(int explosionType, float x1, float y1, float z1, float x2, float y2, float z2, float width)
IS_EXPLOSION_IN_AREA(int explosionType, float x1, float y1, float z1, float x2, float y2, float z2)