_SET_INCIDENT_UNK(int incidentId, float p1)
SET_INSTANCE_PRIORITY_HINT(int flag)
SET_INSTANCE_PRIORITY_MODE(int toggle)
SET_MINIGAME_IN_PROGRESS(BOOL toggle)
SET_MISSION_FLAG(BOOL toggle)
SET_OVERRIDE_WEATHER(char* weatherType)
_SET_PLAYER_IS_IN_ANIMAL_FORM(BOOL toggle)
_SET_PLAYER_ROCKSTAR_EDITOR_DISABLED(BOOL toggle)
_SET_RAIN_LEVEL(float level)
SET_RANDOM_EVENT_FLAG(BOOL toggle)
SET_RANDOM_SEED(int seed)
SET_RANDOM_WEATHER_TYPE
_SET_RESTART_CUSTOM_POSITION(float x, float y, float z, float heading)
SET_RIOT_MODE_ENABLED(BOOL toggle)
SET_SAVE_HOUSE(Any p0, BOOL p1, BOOL p2)
SET_SAVE_MENU_ACTIVE(BOOL ignoreVehicle)
_SET_SNOW_LEVEL(float level)
SET_STUNT_JUMPS_CAN_TRIGGER(BOOL toggle)
SET_SUPER_JUMP_THIS_FRAME(Player player)
SET_THIS_SCRIPT_CAN_BE_PAUSED(BOOL toggle)
SET_THIS_SCRIPT_CAN_REMOVE_BLIPS_CREATED_BY_ANY_SCRIPT(BOOL toggle)
SET_TIME_SCALE(float timeScale)
SET_WEATHER_TYPE_NOW(char* weatherType)
SET_WEATHER_TYPE_NOW_PERSIST(char* weatherType)
SET_WEATHER_TYPE_OVERTIME_PERSIST(char* weatherType, float time)
SET_WEATHER_TYPE_PERSIST(char* weatherType)
_SET_WEATHER_TYPE_TRANSITION(Hash weatherType1, Hash weatherType2, float percentWeather2)
SET_WIND(float speed)
SET_WIND_DIRECTION(float direction)
SET_WIND_SPEED(float speed)
SHOOT_SINGLE_BULLET_BETWEEN_COORDS(float x1, float y1, float z1, float x2, float y2, float z2, int damage, BOOL pureAccuracy, Hash weaponHash, Ped ownerPed, BOOL isAudible, BOOL isInvisible, float speed)
SHOOT_SINGLE_BULLET_BETWEEN_COORDS_IGNORE_ENTITY(float x1, float y1, float z1, float x2, float y2, float z2, int damage, BOOL p7, Hash weaponHash, Ped ownerPed, BOOL isAudible, BOOL isInvisible, float speed, Entity entity)
SHOOT_SINGLE_BULLET_BETWEEN_COORDS_IGNORE_ENTITY_NEW(float x1, float y1, float z1, float x2, float y2, float z2, int damage, BOOL p7, Hash weaponHash, Ped ownerPed, BOOL isAudible, BOOL isInvisible, float speed, Entity entity, BOOL p14, BOOL p15, BOOL p16, BOOL p17)
SHOULD_USE_METRIC_MEASUREMENTS
SLERP_NEAR_QUATERNION(float t, float x, float y, float z, float w, float x1, float y1, float z1, float w1, float* outX, float* outY, float* outZ, float* outW)