GIVE_PED_HELMET(Ped ped, BOOL cannotRemove, int helmetFlag, int textureIndex)
GIVE_PED_NM_MESSAGE(Ped ped)
HAS_ACTION_MODE_ASSET_LOADED(char* asset)
HAS_PED_HEAD_BLEND_FINISHED(Ped ped)
HAS_PED_PRELOAD_PROP_DATA_FINISHED(Ped ped)
HAS_PED_PRELOAD_VARIATION_DATA_FINISHED(Ped ped)
HAS_PED_RECEIVED_EVENT(Ped ped, int eventId)
HAS_PEDHEADSHOT_IMG_UPLOAD_FAILED
HAS_PEDHEADSHOT_IMG_UPLOAD_SUCCEEDED
HAS_STEALTH_MODE_ASSET_LOADED(char* asset)
HAVE_ALL_STREAMING_REQUESTS_COMPLETED(Ped ped)
HIDE_PED_BLOOD_DAMAGE_BY_ZONE(Ped ped, Any p1, BOOL p2)
INSTANTLY_FILL_PED_POPULATION
IS_ANY_HOSTILE_PED_NEAR_POINT(Ped ped, float x, float y, float z, float radius)
IS_ANY_PED_NEAR_POINT(float x, float y, float z, float radius)
IS_ANY_PED_SHOOTING_IN_AREA(float minX, float minY, float minZ, float maxX, float maxY, float maxZ, BOOL bHighlightArea, BOOL bDo3DCheck)
IS_CONVERSATION_PED_DEAD(Ped ped)
IS_COP_PED_IN_AREA_3D(float x1, float y1, float z1, float x2, float y2, float z2)
IS_PED_A_PLAYER(Ped ped)
IS_PED_AIMING_FROM_COVER(Ped ped)
IS_PED_BEING_JACKED(Ped ped)
IS_PED_BEING_STEALTH_KILLED(Ped ped)
IS_PED_BEING_STUNNED(Ped ped, int p1)
_IS_PED_BLUSH_COLOR_VALID(int colorID)
_IS_PED_BLUSH_COLOR_VALID_2(int colorId)
_IS_PED_BODY_BLEMISH_VALID(int colorID)
IS_PED_CLIMBING(Ped ped)
IS_PED_COMPONENT_VARIATION_VALID(Ped ped, int componentId, int drawableId, int textureId)
IS_PED_DEAD_OR_DYING(Ped ped, BOOL checkMeleeDeathFlags)
IS_PED_DEFENSIVE_AREA_ACTIVE(Ped ped, BOOL p1)
IS_PED_DIVING(Ped ped)
_IS_PED_DOING_BEAST_JUMP(Ped ped)
IS_PED_DOING_DRIVEBY(Ped ped)
IS_PED_DUCKING(Ped ped)
IS_PED_EVASIVE_DIVING(Ped ped, Entity* evadingEntity)