CLEAR_ENTITY_LAST_DAMAGE_ENTITY(Entity entity)
CREATE_FORCED_OBJECT(float x, float y, float z, Any p3, Hash modelHash, BOOL p5)
CREATE_MODEL_HIDE(float x, float y, float z, float radius, Hash model, BOOL p5)
CREATE_MODEL_HIDE_EXCLUDING_SCRIPT_OBJECTS(float x, float y, float z, float radius, Hash model, BOOL p5)
CREATE_MODEL_SWAP(float x, float y, float z, float radius, Hash originalModel, Hash newModel, BOOL p6)
DELETE_ENTITY(Entity* entity)
DETACH_ENTITY(Entity entity, BOOL dynamic, BOOL collision)
DOES_ENTITY_BELONG_TO_THIS_SCRIPT(Entity entity, BOOL p2)
DOES_ENTITY_EXIST(Entity entity)
_DOES_ENTITY_HAVE_ANIM_DIRECTOR(Entity entity)
DOES_ENTITY_HAVE_DRAWABLE(Entity entity)
DOES_ENTITY_HAVE_PHYSICS(Entity entity)
_DOES_ENTITY_HAVE_SKELETON_DATA(Entity entity)
_ENABLE_ENTITY_UNK(Entity entity)
FIND_ANIM_EVENT_PHASE(char* animDictionary, char* animName, char* p2, Any* p3, Any* p4)
FORCE_ENTITY_AI_AND_ANIMATION_UPDATE(Entity entity)
FREEZE_ENTITY_POSITION(Entity entity, BOOL toggle)
GET_ANIM_DURATION(char* animDict, char* animName)
GET_COLLISION_NORMAL_OF_LAST_HIT_FOR_ENTITY(Entity entity)
GET_ENTITY_ALPHA(Entity entity)
GET_ENTITY_ANIM_CURRENT_TIME(Entity entity, char* animDict, char* animName)
GET_ENTITY_ANIM_TOTAL_TIME(Entity entity, char* animDict, char* animName)
GET_ENTITY_ATTACHED_TO(Entity entity)
_GET_ENTITY_BONE_COUNT(Entity entity)
GET_ENTITY_BONE_INDEX_BY_NAME(Entity entity, char* boneName)
_GET_ENTITY_BONE_POSITION_2(Entity entity, int boneIndex)
_GET_ENTITY_BONE_ROTATION(Entity entity, int boneIndex)
_GET_ENTITY_BONE_ROTATION_LOCAL(Entity entity, int boneIndex)
GET_ENTITY_CAN_BE_DAMAGED(Entity entity)
GET_ENTITY_COLLISION_DISABLED(Entity entity)
GET_ENTITY_COORDS(Entity entity, BOOL alive)
GET_ENTITY_FORWARD_VECTOR(Entity entity)
GET_ENTITY_FORWARD_X(Entity entity)
GET_ENTITY_FORWARD_Y(Entity entity)
GET_ENTITY_HEADING(Entity entity)