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3057 lines (3049 loc) · 190 KB
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/* --------------------------------------------------------------------------------
This header contains each native implemented by R* in GTAIV/EFLC PC version.
Almost all network natives are `//` cuz im not sure that someone will ever
use 'em. Some natives are `// deprecated` becuase they r corrupted/nulled/etc.
I have no time for typing/naming everything here so some params are unnamed or
untyped.
Be aware that game patches before 1070/1120 may not have some of this natives.
1/3 of this natives were grabbed from aru's scripthook so cookies to aru =B
This file is a part of scocl project (C) Alexander Blade 2011
-------------------------------------------------------------------------------- */
#pragma once
#include "types.h"
#include "consts.h"
extern void SET_LOCAL_PLAYER_VOICE(char *name);
extern void SET_LOCAL_PLAYER_PAIN_VOICE(char *name);
extern void SET_PLAYER_PAIN_ROOT_BANK_NAME(char *name);
extern void THIS_SCRIPT_SHOULD_BE_SAVED(void);
extern void THIS_SCRIPT_IS_SAFE_FOR_NETWORK_GAME(void);
extern void SET_THIS_SCRIPT_CAN_REMOVE_BLIPS_CREATED_BY_ANY_SCRIPT(boolean allow);
extern uint REGISTER_SAVE_HOUSE(float x, float y, float z, float unkf, char* name, uint unku);
extern void ENABLE_SAVE_HOUSE(uint savehouse, boolean enable);
extern void REQUEST_SCRIPT(char *scriptName);
extern uint START_NEW_SCRIPT(char *scriptName, uint stacksize);
extern void SET_MAX_WANTED_LEVEL(uint lvl);
extern void SET_CAR_DENSITY_MULTIPLIER(float density); // random car + parked car
extern void SET_RANDOM_CAR_DENSITY_MULTIPLIER(float density); // random car
extern void SET_PED_DENSITY_MULTIPLIER(float density);
extern void SET_SCENARIO_PED_DENSITY_MULTIPLIER(float density, float densitynext);
extern void STOP_PED_SPEAKING(Ped ped, boolean stopspeaking);
extern void SET_ANIM_GROUP_FOR_CHAR(Ped ped, char *grname);
extern void SET_CHAR_DIES_INSTANTLY_IN_WATER(Ped ped, boolean allow);
extern void GET_ROOT_CAM(Cam *rootcam);
extern boolean GET_WATER_HEIGHT(float x, float y, float z, float *pheight);
extern void SET_PED_FORCE_VISUALISE_HEAD_DAMAGE_FROM_BULLETS(Ped ped, boolean set);
extern void PANIC_SCREAM(Ped ped);
extern void SET_CHAR_BLEEDING(Ped ped, boolean set);
extern void SET_CHAR_READY_TO_BE_STUNNED(Ped ped, boolean set);
extern void SET_CHAR_COLLISION(Ped ped, boolean set);
extern void SET_PED_SKIPS_COMPLEX_COVER_COLLISION_CHECKS(Ped ped, boolean set);
extern void BLOCK_COWERING_IN_COVER(Ped ped, boolean set);
extern void BLOCK_PEEKING_IN_COVER(Ped ped, boolean set);
extern void SET_CHAR_MOVEMENT_ANIMS_BLOCKED(Ped ped, boolean set);
extern void SET_PED_GENERATES_DEAD_BODY_EVENTS(Ped ped, boolean set);
extern void SET_DRUNK_CAM(Cam cam, float val, int time);
extern void SET_CHAR_COORDINATES_NO_OFFSET(Ped ped, float x, float y, float z);
extern void SET_CHAR_SHOOT_RATE(Ped ped, int rate);
extern void SET_SUPPRESS_HEADLIGHT_SWITCH(boolean set);
extern void SET_PLAYER_INVISIBLE_TO_AI(boolean set);
extern void GIVE_PED_FAKE_NETWORK_NAME(Ped ped, char *name, int r, int g, int b, int a);
extern void SET_OBJECT_PROOFS(Object obj, boolean unknown0, boolean fallingDamage, boolean unknown1, boolean unknown2, boolean unknown3);
extern void SET_OBJECT_DYNAMIC(Object obj, boolean set);
extern void SET_OBJECT_INVINCIBLE(Object obj, boolean set);
extern void FREEZE_OBJECT_POSITION(Object obj, boolean set);
extern void TASK_SHOOT_AT_CHAR(Ped shooter, Ped victim, int time, ShootMode shootmode);
extern void SET_PED_DONT_DO_EVASIVE_DIVES(Ped ped, boolean value);
extern void SET_CHAR_MOVE_ANIM_SPEED_MULTIPLIER(Ped ped, float multiplier);
extern void SET_AMBIENT_VOICE_NAME(Ped ped, char *name);
extern void CANCEL_CURRENTLY_PLAYING_AMBIENT_SPEECH(Ped ped);
extern void WAIT(int timeMS);
extern void ADD_SCORE(Player playerIndex, int score);
extern void ALLOW_PLAYER_TO_CARRY_NON_MISSION_OBJECTS(Player playerIndex, boolean allow);
extern void ALTER_WANTED_LEVEL(Player playerIndex, uint level);
extern void ALTER_WANTED_LEVEL_NO_DROP(Player playerIndex, uint level);
extern void APPLY_WANTED_LEVEL_CHANGE_NOW(Player playerIndex);
extern void CHANGE_PLAYER_MODEL(Player playerIndex, uint model);
extern void CLEAR_PLAYER_HAS_DAMAGED_AT_LEAST_ONE_PED(Player playerIndex);
extern Player CONVERT_INT_TO_PLAYERINDEX(uint playerId);
extern void CLEAR_WANTED_LEVEL(Player playerIndex);
extern void CREATE_PLAYER(uint playerId, float x, float y, float z, Player *pPlayerIndex);
extern void DISABLE_PLAYER_LOCKON(Player playerIndex, boolean disabled);
extern void DISABLE_PLAYER_SPRINT(Player playerIndex, boolean disabled);
extern void GET_PLAYER_CHAR(Player playerIndex, Ped *pPed);
extern void GET_PLAYER_GROUP(Player playerIndex, Group *pGroup);
extern uint GET_PLAYER_ID(void);
extern void GET_PLAYERS_LAST_CAR_NO_SAVE(Vehicle* pVehicle);
extern void GET_PLAYER_MAX_ARMOUR(Player playerIndex, uint *pMaxArmour);
extern char *GET_PLAYER_NAME(Player playerIndex);
extern uint GET_PLAYERSETTINGS_MODEL_CHOICE(void);
extern ScriptAny GET_PLAYER_TO_PLACE_BOMB_IN_CAR(Vehicle vehicle);
extern uint GET_TIME_SINCE_PLAYER_DROVE_AGAINST_TRAFFIC(Player playerIndex);
extern uint GET_TIME_SINCE_PLAYER_DROVE_ON_PAVEMENT(Player playerIndex);
extern uint GET_TIME_SINCE_PLAYER_HIT_BUILDING(Player playerIndex);
extern uint GET_TIME_SINCE_PLAYER_HIT_CAR(Player playerIndex);
extern uint GET_TIME_SINCE_PLAYER_HIT_OBJECT(Player playerIndex);
extern uint GET_TIME_SINCE_PLAYER_HIT_PED(Player playerIndex);
extern uint GET_TIME_SINCE_PLAYER_RAN_LIGHT(Player playerIndex);
extern boolean HAS_PLAYER_COLLECTED_PICKUP(Player playerIndex, Pickup pikcup);
extern boolean HAS_PLAYER_DAMAGED_AT_LEAST_ONE_PED(Player playerIndex);
extern boolean HAS_PLAYER_DAMAGED_AT_LEAST_ONE_VEHICLE(Player playerIndex);
extern boolean IS_PLAYER_CLIMBING(Player playerIndex);
extern boolean IS_PLAYER_CONTROL_ON(Player playerIndex);
extern boolean IS_PLAYER_DEAD(Player playerIndex);
extern boolean IS_PLAYER_FREE_AIMING_AT_CHAR(Player playerIndex, Ped ped);
extern boolean IS_PLAYER_FREE_FOR_AMBIENT_TASK(Player playerIndex);
extern boolean IS_PLAYER_PLAYING(Player playerIndex);
extern boolean IS_PLAYER_PRESSING_HORN(Player playerIndex);
extern boolean IS_PLAYER_TARGETTING_ANYTHING(Player playerIndex);
extern boolean IS_PLAYER_TARGETTING_CHAR(Player playerIndex, Ped ped);
extern boolean IS_PLAYER_TARGETTING_OBJECT(Player playerIndex, Object obj);
extern boolean IS_SCORE_GREATER(Player playerIndex, uint score);
extern boolean IS_WANTED_LEVEL_GREATER(Player playerIndex, uint level);
extern boolean PLAYER_HAS_CHAR(Player playerIndex);
extern boolean PLAYER_HAS_FLASHING_STARS_ABOUT_TO_DROP(Player playerIndex);
extern boolean PLAYER_HAS_GREYED_OUT_STARS(Player playerIndex);
extern void REGISTER_PLAYER_RESPAWN_COORDS(Player playerIndex, float x, float y, float z);
extern void SET_EVERYONE_IGNORE_PLAYER(Player playerIndex, boolean value);
extern void SET_PLAYER_CAN_BE_HASSLED_BY_GANGS(Player playerIndex, boolean value);
extern void SET_PLAYER_CAN_DO_DRIVE_BY(Player playerIndex, boolean value);
extern void SET_PLAYER_CAN_USE_COVER(Player playerIndex, boolean value);
extern void SET_PLAYER_CONTROL(Player playerIndex, boolean value);
extern void SET_PLAYER_CONTROL_ADVANCED(Player playerIndex, boolean unknown1, boolean unknown2, boolean unknown3);
extern void SET_PLAYER_FAST_RELOAD(Player playerIndex, boolean value);
extern void SET_PLAYER_GROUP_TO_FOLLOW_ALWAYS(Player playerIndex, boolean value);
extern void SET_PLAYER_INVINCIBLE(Player playerIndex, boolean value);
extern void SET_PLAYER_MOOD_NORMAL(Player playerIndex);
extern void SET_PLAYER_MOOD_PISSED_OFF(Player playerIndex, uint unknown150);
extern void SET_PLAYER_NEVER_GETS_TIRED(Player playerIndex, boolean value);
extern void SET_PLAYERSETTINGS_MODEL_VARIATIONS_CHOICE(Player playerIndex);
extern void SET_POLICE_IGNORE_PLAYER(Player playerIndex, boolean value);
extern void STORE_SCORE(Player playerIndex, uint* value);
extern void STORE_WANTED_LEVEL(Player playerIndex, uint* value);
extern void REMOVE_PLAYER_HELMET(Player playerIndex, boolean remove);
extern void ADD_AMMO_TO_CHAR(Ped ped, uint weapon, uint amount);
extern void ADD_ARMOUR_TO_CHAR(Ped ped, uint amount);
extern void APPLY_FORCE_TO_PED(Ped ped, uint unknown0_3, float x, float y, float z, float spinX, float spinY, float spinZ, uint unknown4_0, uint unknown5_1, uint unknown6_1, uint unknown7_1);
extern void ATTACH_PED_TO_CAR(Ped ped, Vehicle vehicle, uint unknown0_0, float offsetX, float offsetY, float offsetZ, float rotX, float rotY, boolean, boolean);
extern void BLOCK_CHAR_GESTURE_ANIMS(Ped ped, boolean value);
extern void BLOCK_PED_WEAPON_SWITCHING(Ped ped, boolean value);
extern void CANCEL_CURRENTLY_PLAYING_AMBIENT_SPEECH(Ped ped);
extern void CLEAR_ALL_CHAR_PROPS(Ped ped);
extern void CLEAR_CHAR_LAST_DAMAGE_BONE(Ped ped);
extern void CLEAR_CHAR_LAST_DAMAGE_ENTITY(Ped ped);
extern void CLEAR_CHAR_LAST_WEAPON_DAMAGE(Ped ped);
extern void CLEAR_CHAR_PROP(Ped ped, boolean unknown);
extern void CLEAR_CHAR_SECONDARY_TASK(Ped ped);
extern void CLEAR_CHAR_TASKS(Ped ped);
extern void CLEAR_CHAR_TASKS_IMMEDIATELY(Ped ped);
extern void CLEAR_ROOM_FOR_CHAR(Ped ped);
extern void CREATE_CHAR(RelationshipGroup type, uint model, float x, float y, float z, Ped *pPed, boolean unknownTrue);
extern void CREATE_RANDOM_CHAR(float x, float y, float z, Ped *pPed);
extern void CREATE_RANDOM_CHAR_AS_DRIVER(Vehicle vehicle, Ped *pPed);
extern void CREATE_RANDOM_FEMALE_CHAR(float x, float y, float z, Ped *pPed);
extern void CREATE_RANDOM_MALE_CHAR(float x, float y, float z, Ped *pPed);
extern void DAMAGE_CHAR(Ped ped, uint hitPoints, boolean unknown);
extern void DAMAGE_PED_BODY_PART(Ped ped, uint part, uint hitPoints);
extern void DELETE_CHAR(Ped *pPed);
extern void DETACH_PED(Ped ped, boolean unknown);
extern void DETACH_PED_FROM_WITHIN_CAR(Ped ped, boolean unknown);
extern boolean DOES_CHAR_EXIST(Ped ped);
extern void DROP_OBJECT(Ped ped, boolean unknownTrue);
extern void EXPLODE_CHAR_HEAD(Ped ped);
extern void EXTINGUISH_CHAR_FIRE(Ped ped);
extern void FIRE_PED_WEAPON(Ped ped, float x, float y, float z);
extern void FORCE_CHAR_TO_DROP_WEAPON(Ped ped);
extern void FORCE_PED_PINNED_DOWN(Ped ped, boolean force, uint timerMaybe);
extern void FORCE_PED_TO_FLEE_WHILST_DRIVING_VEHICLE(Ped ped, Vehicle vehicle);
extern void FREEZE_CHAR_POSITION(Ped ped, boolean frozen);
extern void FREEZE_CHAR_POSITION_AND_DONT_LOAD_COLLISION(Ped ped, boolean frozen);
extern void GET_AMMO_IN_CHAR_WEAPON(Ped ped, uint weapon, uint *pAmmo);
extern boolean GET_AMMO_IN_CLIP(Ped ped, uint weapon, uint *pAmmo);
extern char *GET_ANIM_GROUP_FROM_CHAR(Ped ped);
extern void GET_CHAR_COORDINATES(Ped ped, float *pX, float *pY, float *pZ);
extern void GET_CHAR_HEALTH(Ped ped, uint *pHealth);
extern void GET_CHAR_ANIM_CURRENT_TIME(Ped ped, char *animGroup, char *animName, float *pValue);
extern void GET_CHAR_ANIM_TOTAL_TIME(Ped ped, char *animGroup, char *animName, float *pValue);
extern void GET_CHAR_ARMOUR(Ped ped, uint *pArmour);
extern uint GET_CHAR_DRAWABLE_VARIATION(Ped ped, uint component);
extern void GET_CHAR_EXTRACTED_DISPLACEMENT(Ped ped, boolean unknown, float *pX, float *pY, float *pZ);
extern void GET_CHAR_HEADING(Ped ped, float *pValue);
extern void GET_CHAR_HEIGHT_ABOVE_GROUND(Ped ped, float *pValue);
extern ScriptAny GET_CHAR_LAST_DAMAGE_BONE(Ped ped, uint *pBone);
extern boolean GET_CHAR_MELEE_ACTION_FLAG0(Ped ped);
extern boolean GET_CHAR_MELEE_ACTION_FLAG1(Ped ped);
extern void GET_CHAR_MODEL(Ped ped, uint *pModel);
extern uint GET_CHAR_MONEY(Ped ped);
extern void GET_CHAR_PROP_INDEX(Ped ped, boolean unknown, uint *pIndex);
extern boolean GET_CHAR_READY_TO_BE_EXECUTED(Ped ped);
extern boolean GET_CHAR_READY_TO_BE_STUNNED(Ped ped);
extern void GET_CHAR_SPEED(Ped ped, float *pValue);
extern uint GET_CHAR_TEXTURE_VARIATION(Ped ped, uint component);
extern void GET_CHAR_VELOCITY(Ped ped, float *pX, float *pY, float *pZ);
extern void GET_CHAR_WEAPON_IN_SLOT(Ped ped, uint slot, uint *pWeapon, uint *pAmmo0, uint *pAmmo1);
extern boolean GET_CHAR_WILL_COWER_INSTEAD_OF_FLEEING(Ped ped);
extern boolean GET_CURRENT_CHAR_WEAPON(Ped ped, uint *pWeapon);
extern uint GET_DAMAGE_TO_PED_BODY_PART(Ped ped, uint part);
extern void GET_DEAD_CHAR_COORDINATES(Ped ped, float *pX, float *pY, float *pZ);
extern void GET_DEAD_CHAR_PICKUP_COORDS(Ped ped, float *pX, float *pY, float *pZ);
extern void GET_KEY_FOR_CHAR_IN_ROOM(Ped ped, uint *pKey);
extern boolean GET_MAX_AMMO(Ped ped, uint weapon, uint *pMaxAmmo);
extern void GET_MAX_AMMO_IN_CLIP(Ped ped, uint weapon, uint *pMaxAmmo);
extern uint GET_NUMBER_OF_CHAR_DRAWABLE_VARIATIONS(Ped ped, uint component);
extern uint GET_NUMBER_OF_CHAR_TEXTURE_VARIATIONS(Ped ped, uint component, uint unknown1);
extern Object GET_OBJECT_PED_IS_HOLDING(Ped ped);
extern void GET_OFFSET_FROM_CHAR_IN_WORLD_COORDS(Ped ped, float x, float y, float z, float *pOffX, float *pOffY, float *pOffZ);
extern uint GET_PED_CLIMB_STATE(Ped ped);
extern void GET_PED_BONE_POSITION(Ped ped, uint bone, float x, float y, float z, Vector3 *pPosition);
extern void GET_PED_GROUP_INDEX(Ped ped, uint* pIndex);
extern void GET_PED_TYPE(Ped ped, uint *pType);
extern void GIVE_PED_HELMET(Ped ped);
extern void GIVE_WEAPON_TO_CHAR(Ped ped, uint weapon, uint ammo, boolean unknown0);
extern boolean HAS_CHAR_BEEN_DAMAGED_BY_CAR(Ped ped, Vehicle vehicle);
extern boolean HAS_CHAR_BEEN_DAMAGED_BY_CHAR(Ped ped, Ped otherChar, boolean unknownFalse);
extern boolean HAS_CHAR_BEEN_DAMAGED_BY_WEAPON(Ped ped, uint weapon);
extern boolean HAS_CHAR_GOT_WEAPON(Ped ped, uint weapon);
extern boolean HAS_CHAR_SPOTTED_CHAR(Ped ped, Ped otherChar);
extern boolean HAS_CHAR_SPOTTED_CHAR_IN_FRONT(Ped ped, Ped otherChar);
extern boolean IS_AMBIENT_SPEECH_PLAYING(Ped ped);
extern boolean IS_CHAR_ARMED(Ped ped, uint slot);
extern boolean IS_CHAR_DEAD(Ped ped);
extern boolean IS_CHAR_DUCKING(Ped ped);
extern boolean IS_CHAR_FACING_CHAR(Ped ped, Ped otherChar, float angle);
extern boolean IS_CHAR_FATALLY_INJURED(Ped ped);
extern boolean IS_CHAR_GESTURING(Ped ped);
extern boolean IS_CHAR_GETTING_IN_TO_A_CAR(Ped ped);
extern boolean IS_CHAR_GETTING_UP(Ped ped);
extern boolean IS_CHAR_HEALTH_GREATER(Ped ped, uint health);
extern boolean IS_CHAR_IN_AIR(Ped ped);
extern boolean IS_CHAR_IN_ANGLED_AREA_2D(Ped ped, float x1, float y1, float x2, float y2, float unknown, boolean unknownFalse);
extern boolean IS_CHAR_IN_ANGLED_AREA_3D(Ped ped, float x1, float y1, float z1, float x2, float y2, float z2, float unknown, boolean unknownFalse);
extern boolean IS_CHAR_IN_ANY_BOAT(Ped ped);
extern boolean IS_CHAR_IN_ANY_CAR(Ped ped);
extern boolean IS_CHAR_IN_ANY_HELI(Ped ped);
extern boolean IS_CHAR_IN_ANY_PLANE(Ped ped);
extern boolean IS_CHAR_IN_ANY_POLICE_VEHICLE(Ped ped);
extern boolean IS_CHAR_IN_ANY_TRAIN(Ped ped);
extern boolean IS_CHAR_IN_AREA_2D(Ped ped, float x1, float y1, float x2, float y2, boolean unknownFalse);
extern boolean IS_CHAR_IN_AREA_3D(Ped ped, float x1, float y1, float z1, float x2, float y2, float z2, boolean unknownFalse);
extern boolean IS_CHAR_IN_AREA_ON_FOOT_2D(Ped ped, float x1, float y1, float x2, float y2, boolean unknownFalse);
extern boolean IS_CHAR_IN_CAR(Ped ped, Vehicle vehicle);
extern boolean IS_CHAR_IN_FLYING_VEHICLE(Ped ped);
extern boolean IS_CHAR_IN_MELEE_COMBAT(Ped ped);
extern boolean IS_CHAR_IN_MODEL(Ped ped, uint model);
extern boolean IS_CHAR_IN_TAXI(Ped ped);
extern boolean IS_CHAR_IN_WATER(Ped ped);
extern boolean IS_CHAR_INJURED(Ped ped);
extern boolean IS_CHAR_MALE(Ped ped);
extern boolean IS_CHAR_MODEL(Ped ped, uint model);
extern boolean IS_CHAR_ON_ANY_BIKE(Ped ped);
extern boolean IS_CHAR_ON_FIRE(Ped ped);
extern boolean IS_CHAR_ON_FOOT(Ped ped);
extern boolean IS_CHAR_ON_SCREEN(Ped ped);
extern boolean IS_CHAR_PLAYING_ANIM(Ped ped, char *animSet, char *animName);
extern boolean IS_CHAR_SHOOTING(Ped ped);
extern boolean IS_CHAR_SHOOTING_IN_AREA(Ped ped, float x1, float y1, float x2, float y2, boolean unknownFalse);
extern boolean IS_CHAR_SITTING_IDLE(Ped ped);
extern boolean IS_CHAR_SITTING_IN_ANY_CAR(Ped ped);
extern boolean IS_CHAR_SITTING_IN_CAR(Ped ped, Vehicle vehicle);
extern boolean IS_CHAR_STOPPED(Ped ped);
extern boolean IS_CHAR_STUCK_UNDER_CAR(Ped ped);
extern boolean IS_CHAR_SWIMMING(Ped ped);
extern boolean IS_CHAR_TOUCHING_CHAR(Ped ped, Ped otherChar);
extern boolean IS_CHAR_TOUCHING_OBJECT(Ped ped, Object obj);
extern boolean IS_CHAR_TOUCHING_OBJECT_ON_FOOT(Ped ped, Object obj);
extern boolean IS_CHAR_TOUCHING_VEHICLE(Ped ped, Vehicle vehicle);
extern boolean IS_CHAR_TRYING_TO_ENTER_A_LOCKED_CAR(Ped ped);
extern boolean IS_CHAR_USING_ANY_SCENARIO(Ped ped);
extern boolean IS_CHAR_USING_SCENARIO(Ped ped, char *scenarioName);
extern boolean IS_CHAR_VISIBLE(Ped ped);
extern boolean IS_CHAR_WAITING_FOR_WORLD_COLLISION(Ped ped);
extern boolean IS_PED_A_MISSION_PED(Ped ped);
extern boolean IS_PED_ATTACHED_TO_ANY_CAR(Ped ped);
extern boolean IS_PED_ATTACHED_TO_OBJECT(Ped ped, Object obj);
extern boolean IS_PED_BEING_JACKED(Ped ped);
extern boolean IS_PED_DOING_DRIVEBY(Ped ped);
extern boolean IS_PED_FLEEING(Ped ped);
extern boolean IS_PED_HOLDING_AN_OBJECT(Ped ped);
extern boolean IS_PED_IN_COMBAT(Ped ped);
extern boolean IS_PED_IN_COVER(Ped ped);
extern boolean IS_PED_IN_GROUP(Ped ped);
extern boolean IS_PED_JACKING(Ped ped);
extern boolean IS_PED_LOOKING_AT_PED(Ped ped, Ped otherChar);
extern boolean IS_PED_RAGDOLL(Ped ped);
extern boolean IS_PED_RETREATING(Ped ped);
extern boolean IS_SCRIPTED_SPEECH_PLAYING(Ped ped);
extern void MARK_CHAR_AS_NO_LONGER_NEEDED(Ped *pPed);
extern void MODIFY_CHAR_MOVE_STATE(Ped ped, uint state);
extern void REMOVE_ALL_CHAR_WEAPONS(Ped ped);
extern void REMOVE_CHAR_DEFENSIVE_AREA(Ped ped);
extern void REMOVE_CHAR_ELEGANTLY(Ped ped);
extern void REMOVE_CHAR_FROM_GROUP(Ped ped);
extern void REVIVE_INJURED_PED(Ped ped);
extern void SAY_AMBIENT_SPEECH(Ped ped, char *phraseName, boolean flag0, boolean flag1, int style);
extern ScriptAny SET_AMMO_IN_CLIP(Ped ped, uint weapon, uint ammo);
extern void SET_BLOCKING_OF_NON_TEMPORARY_EVENTS(Ped ped, boolean value);
extern void SET_CHAR_ACCURACY(Ped ped, uint value);
extern void SET_CHAR_AMMO(Ped ped, uint weapon, uint ammo);
extern void SET_CHAR_AS_ENEMY(Ped ped, boolean value);
extern void SET_CHAR_AS_MISSION_CHAR(Ped ped);
extern void SET_CHAR_CAN_BE_KNOCKED_OFF_BIKE(Ped ped, boolean value);
extern void SET_CHAR_CAN_BE_SHOT_IN_VEHICLE(Ped ped, boolean enabled);
extern void SET_CHAR_CANT_BE_DRAGGED_OUT(Ped ped, boolean enabled);
extern void SET_CHAR_COMPONENT_VARIATION(Ped ped, uint component, uint modelVariation, uint textureVariation);
extern void SET_CHAR_COORDINATES(Ped ped, float x, float y, float z);
extern void SET_CHAR_DEFAULT_COMPONENT_VARIATION(Ped ped);
extern void SET_CHAR_DESIRED_HEADING(Ped ped, float heading);
extern void SET_CHAR_DROPS_WEAPONS_WHEN_DEAD(Ped ped, boolean value);
extern void SET_CHAR_DRUGGED_UP(Ped ped, boolean drugged);
extern void SET_CHAR_FIRE_DAMAGE_MULTIPLIER(Ped ped, float multiplier);
extern void SET_CHAR_GRAVITY(Ped ped, float value);
extern void SET_CHAR_HEADING(Ped ped, float heading);
extern void SET_CHAR_HEALTH(Ped ped, uint health);
extern void SET_CHAR_INVINCIBLE(Ped ped, boolean enable);
extern void SET_CHAR_IS_TARGET_PRIORITY(Ped ped, boolean enable);
extern void SET_CHAR_MAX_HEALTH(Ped ped, uint value);
extern void SET_CHAR_MONEY(Ped ped, uint amount);
extern void SET_CHAR_NEVER_LEAVES_GROUP(Ped ped, boolean value);
extern void SET_CHAR_PROOFS(Ped ped, boolean unknown0, boolean fallingDamage, boolean unknown1, boolean unknown2, boolean unknown3);
extern void SET_CHAR_PROP_INDEX(Ped ped, uint propType, uint index);
extern void SET_CHAR_RANDOM_COMPONENT_VARIATION(Ped ped);
extern void SET_CHAR_SPHERE_DEFENSIVE_AREA(Ped ped, float x, float y, float z, float radius);
extern void SET_CHAR_SUFFERS_CRITICAL_HITS(Ped ped, boolean value);
extern void SET_CHAR_VELOCITY(Ped ped, float x, float y, float z);
extern void SET_CHAR_VISIBLE(Ped ped, boolean value);
extern void SET_CHAR_WANTED_BY_POLICE(Ped ped, boolean wanted);
extern void SET_CHAR_WILL_DO_DRIVEBYS(Ped ped, boolean value);
extern void SET_CHAR_WILL_FLY_THROUGH_WINDSCREEN(Ped ped, boolean value);
extern void SET_CHAR_WILL_MOVE_WHEN_INJURED(Ped ped, boolean value);
extern void SET_CHAR_WILL_USE_CARS_IN_COMBAT(Ped ped, boolean value);
extern void SET_CHAR_WILL_USE_COVER(Ped ped, boolean value);
extern void SET_CURRENT_CHAR_WEAPON(Ped ped, uint w, boolean unknownTrue);
extern void SET_GROUP_CHAR_DUCKS_WHEN_AIMED_AT(Ped ped, boolean value);
extern void SET_IGNORE_LOW_PRIORITY_SHOCKING_EVENTS(Ped ped, boolean value);
extern void SET_PED_DIES_WHEN_INJURED(Ped ped, boolean value);
extern void SET_PED_IS_BLIND_RAGING(Ped ped, boolean value);
extern void SET_PED_IS_DRUNK(Ped ped, boolean value);
extern void SET_PED_PATH_MAY_DROP_FROM_HEIGHT(Ped ped, boolean value);
extern void SET_PED_PATH_MAY_USE_CLIMBOVERS(Ped ped, boolean value);
extern void SET_PED_PATH_MAY_USE_LADDERS(Ped ped, boolean value);
extern void SET_ROOM_FOR_CHAR_BY_KEY(Ped ped, uint key);
extern void SET_SENSE_RANGE(Ped ped, float value);
extern void SWITCH_PED_TO_ANIMATED(Ped ped, boolean unknownTrue);
extern boolean SWITCH_PED_TO_RAGDOLL(Ped ped, int unk, int time, boolean flag0, boolean flag1, boolean flag2, boolean flag3);
extern void REMOVE_PED_HELMET(Ped ped, boolean removed);
extern void REMOVE_WEAPON_FROM_CHAR(Ped ped, uint weapon);
extern void UNLOCK_RAGDOLL(Ped ped, boolean value);
extern void WARP_CHAR_FROM_CAR_TO_COORD(Ped ped, float x, float y, float z);
extern void WARP_CHAR_INTO_CAR(Ped ped, Vehicle vehicle);
extern void WARP_CHAR_INTO_CAR_AS_PASSENGER(Ped ped, Vehicle vehicle, uint seatIndex);
extern void WARP_CHAR_FROM_CAR_TO_CAR(Ped ped, Vehicle vehicle, uint seatIndex);
extern void SET_CHAR_KEEP_TASK(Ped ped, boolean value);
extern void SET_DRIVE_TASK_CRUISE_SPEED(Ped ped, float speed);
extern void TASK_ACHIEVE_HEADING(Ped ped, float heading);
extern void TASK_AIM_GUN_AT_CHAR(Ped ped, Ped targetPed, uint duration);
extern void TASK_AIM_GUN_AT_COORD(Ped ped, float tX, float tY, float tZ, uint duration);
extern void TASK_CAR_DRIVE_WANDER(Ped ped, Vehicle vehicle, float speed, uint drivingStyle);
extern void TASK_CAR_MISSION(Ped ped, Vehicle vehicle, uint targetEntity, uint missionType, float speed, uint drivingStyle, uint unknown6_10, uint unknown7_5);
extern void TASK_CAR_MISSION_NOT_AGAINST_TRAFFIC(Ped ped, Vehicle vehicle, uint targetEntity, uint missionType, float speed, uint drivingStyle, uint unknown6_10, uint unknown7_5);
extern void TASK_CAR_MISSION_COORS_TARGET(Ped ped, Vehicle vehicle, float x, float y, float z, uint unknown0_4, float speed, uint unknown2_1, uint unknown3_5, uint unknown4_10);
extern void TASK_CAR_MISSION_COORS_TARGET_NOT_AGAINST_TRAFFIC(Ped ped, Vehicle vehicle, float x, float y, float z, uint unknown0_4, float speed, uint unknown2_1, uint unknown3_5, uint unknown4_10);
extern void TASK_CAR_MISSION_PED_TARGET(Ped ped, Vehicle vehicle, Ped target, uint unknown0_4, float speed, uint unknown2_1, uint unknown3_5, uint unknown4_10);
extern void TASK_CAR_TEMP_ACTION(Ped ped, Vehicle vehicle, uint action, uint duration);
extern void TASK_COMBAT(Ped ped, Ped target);
extern void TASK_COMBAT_HATED_TARGETS_AROUND_CHAR(Ped ped, float radius);
extern void TASK_COMBAT_HATED_TARGETS_AROUND_CHAR_TIMED(Ped ped, float radius, uint duration);
extern void TASK_COMBAT_TIMED(Ped ped, Char target, uint duration);
extern void TASK_DIE(Ped ped);
extern void TASK_ENTER_CAR_AS_DRIVER(Ped ped, Vehicle vehicle, uint duration);
extern void TASK_ENTER_CAR_AS_PASSENGER(Ped ped, Vehicle vehicle, uint duration, uint seatIndex);
extern void TASK_EVERYONE_LEAVE_CAR(Vehicle vehicle);
extern void TASK_FOLLOW_NAV_MESH_TO_COORD(Ped ped, float x, float y, float z, uint unknown0_2, uint unknown1_minus1, float unknown2_1);
extern void TASK_FOLLOW_NAV_MESH_TO_COORD_NO_STOP(Ped ped, float x, float y, float z,uint unknown0_2, uint unknown1_minus1, float unknown2_1);
extern void TASK_GO_STRAIGHT_TO_COORD(Ped ped, float x, float y, float z, uint unknown2, uint unknown45000);
extern void TASK_GOTO_CHAR_OFFSET(Ped ped, Ped target, uint duration, float offsetRight, float offsetFront);
extern void TASK_GUARD_CURRENT_POSITION(Ped ped, float unknown0_15, float unknown1_10, uint unknown2_1);
extern void TASK_HANDS_UP(Ped ped, uint duration);
extern void TASK_HELI_MISSION(Ped ped, Vehicle heli, uint uk0_0, uint uk1_0, float pX, float pY, float pZ, uint uk2_4, float speed, uint uk3_5, float uk4_minus1, uint uk5_round_z_plus_1, uint uk6_40);
extern void TASK_LEAVE_ANY_CAR(Ped ped);
extern void TASK_LEAVE_CAR(Ped ped, Vehicle vehicle);
extern void TASK_LEAVE_CAR_DONT_CLOSE_DOOR(Ped ped, Vehicle vehicle);
extern void TASK_LEAVE_CAR_IMMEDIATELY(Ped ped, Vehicle vehicle);
extern void TASK_LOOK_AT_CHAR(Ped ped, Ped targetPed, uint duration, uint unknown_0);
extern void TASK_LOOK_AT_COORD(Ped ped, float x, float y, float z, uint duration, uint unknown_0);
extern void TASK_LOOK_AT_OBJECT(Ped ped, Object targetObject, uint duration, uint unknown_0);
extern void TASK_LOOK_AT_VEHICLE(Ped ped, Vehicle targetVehicle, uint duration, uint unknown_0);
extern void TASK_OPEN_DRIVER_DOOR(Ped ped, Vehicle vehicle, uint unknown0);
extern void TASK_OPEN_PASSENGER_DOOR(Ped ped, Vehicle vehicle, uint seatIndex, uint unknown0);
extern void TASK_PAUSE(Ped ped, uint duration);
extern void TASK_PLAY_ANIM_WITH_FLAGS(Ped ped, char *animName, char *animSet, float unknown0_8, uint unknown1_0, uint flags);
extern void TASK_SET_CHAR_DECISION_MAKER(Ped ped, DecisionMaker dm);
extern void TASK_SET_COMBAT_DECISION_MAKER(Ped ped, DecisionMaker dm);
extern void TASK_SMART_FLEE_CHAR(Ped ped, Ped fleeFromPed, float unknown0_100, uint duration);
extern void TASK_SMART_FLEE_CHAR_PREFERRING_PAVEMENTS(Ped ped, Ped fleeFromPed, float unknown0_100, uint duration);
extern void TASK_SMART_FLEE_POINT(Ped ped, float x, float y, float z, float unknown0_100, uint duration);
extern void TASK_STAND_STILL(Ped ped, int duration);
extern void TASK_SWAP_WEAPON(Ped ped, uint weapon);
extern void TASK_TURN_CHAR_TO_FACE_CHAR(Ped ped, Ped targetPed);
extern void TASK_TURN_CHAR_TO_FACE_COORD(Ped ped, float x, float y, float z);
extern void TASK_USE_MOBILE_PHONE(Ped ped, boolean use);
extern void TASK_USE_MOBILE_PHONE_TIMED(Ped ped, uint duration);
extern void TASK_WANDER_STANDARD(Ped ped);
extern void TASK_WARP_CHAR_INTO_CAR_AS_DRIVER(Ped ped, Vehicle vehicle);
extern void TASK_WARP_CHAR_INTO_CAR_AS_PASSENGER(Ped ped, Vehicle vehicle, uint seatIndex);
extern void OPEN_SEQUENCE_TASK(TaskSequence *pTaskSequence);
extern void CLOSE_SEQUENCE_TASK(TaskSequence taskSequence);
extern void TASK_PERFORM_SEQUENCE(Ped ped, TaskSequence taskSequence);
extern void CLEAR_SEQUENCE_TASK(TaskSequence taskSequence);
extern void ALLOW_SCENARIO_PEDS_TO_BE_RETURNED_BY_NEXT_COMMAND(boolean value);
extern void BEGIN_CHAR_SEARCH_CRITERIA(void);
extern void END_CHAR_SEARCH_CRITERIA(void);
extern boolean GET_CLOSEST_CHAR(float x, float y, float z, float radius, uint unknown1, uint unknown2, Ped *pPed);
extern void GET_RANDOM_CHAR_IN_AREA_OFFSET_NO_SAVE(float x, float y, float z, float sx, float sy, float sz, Ped *pPed);
extern void SEARCH_CRITERIA_CONSIDER_PEDS_WITH_FLAG_TRUE(uint flagId);
extern void SEARCH_CRITERIA_REJECT_PEDS_WITH_FLAG_TRUE(uint flagId);
extern void CREATE_GROUP(boolean unknownFalse, Group *pGroup, boolean unknownTrue);
extern boolean DOES_GROUP_EXIST(Group group);
extern void GET_GROUP_LEADER(Group group, Ped *pPed);
extern void GET_GROUP_MEMBER(Group group, uint index, Ped *pPed);
extern void GET_GROUP_SIZE(Group group, uint *pStartIndex, uint *pCount);
extern boolean IS_GROUP_LEADER(Ped ped, Group group);
extern boolean IS_GROUP_MEMBER(Ped ped, Group g);
extern void REMOVE_GROUP(Group group);
extern void SET_GROUP_FOLLOW_STATUS(Group group, uint status);
extern void SET_GROUP_FORMATION(Group group, uint formation);
extern void SET_GROUP_FORMATION_SPACING(Group group, float space);
extern void SET_GROUP_LEADER(Group group, Ped leader);
extern void SET_GROUP_MEMBER(Group group, Ped member);
extern void SET_GROUP_SEPARATION_RANGE(Group group, float seperation);
extern void ALLOW_GANG_RELATIONSHIPS_TO_BE_CHANGED_BY_NEXT_COMMAND(boolean value);
extern void SET_CHAR_NOT_DAMAGED_BY_RELATIONSHIP_GROUP(Ped ped, uint relationshipGroup, boolean enable);
extern void SET_CHAR_RELATIONSHIP(Ped ped, uint relationshipLevel, uint relationshipGroup);
extern void SET_CHAR_RELATIONSHIP_GROUP(Ped ped, uint relationshipGroup);
extern void SET_RELATIONSHIP(uint relationshipLevel, uint relationshipGroup1, uint relationshipGroup2);
extern void ADD_UPSIDEDOWN_CAR_CHECK(Vehicle vehicle);
extern void ANCHOR_BOAT(Vehicle boat, boolean anchor);
extern void APPLY_FORCE_TO_CAR(Vehicle vehicle, uint unknown0_3, float x, float y, float z, float spinX, float spinY, float spinZ, uint unknown4_0, uint unknown5_1, uint unknown6_1, uint unknown7_1);
extern boolean ARE_TAXI_LIGHTS_ON(Vehicle vehicle);
extern void BREAK_CAR_DOOR(Vehicle vehicle, uint door, boolean unknownFalse);
extern void BURST_CAR_TYRE(Vehicle vehicle, uint tyre);
extern void CREATE_CAR(uint nameHash, float x, float y, float z, Vehicle *pVehicle, boolean unknownTrue);
extern void CREATE_CHAR_AS_PASSENGER(Vehicle vehicle, uint charType, uint model, uint passengerIndex, Ped *pPed);
extern void CREATE_CHAR_INSIDE_CAR(Vehicle vehicle, uint charType, uint model, Ped *pPed);
extern void CHANGE_CAR_COLOUR(Vehicle vehicle, ColourIndex colour1, ColourIndex colour2);
extern void CLEAR_CAR_LAST_DAMAGE_ENTITY(Vehicle vehicle);
extern void CLEAR_CAR_LAST_WEAPON_DAMAGE(Vehicle vehicle);
extern void CLEAR_ROOM_FOR_CAR(Vehicle vehicle);
extern void CLOSE_ALL_CAR_DOORS(Vehicle vehicle);
extern void CONTROL_CAR_DOOR(Vehicle vehicle, uint door, uint unknown_maybe_open, float angle);
extern boolean CREATE_EMERGENCY_SERVICES_CAR(uint model, float x, float y, float z);
extern void CREATE_RANDOM_CHAR_AS_PASSENGER(Vehicle vehicle, uint seat, Ped *pPed);
extern void DELETE_CAR(Vehicle *pVehicle);
extern void DETACH_CAR(Vehicle vehicle);
extern boolean DOES_CAR_HAVE_ROOF(Vehicle vehicle);
extern boolean DOES_CAR_HAVE_STUCK_CAR_CHECK(Vehicle vehicle);
extern boolean DOES_VEHICLE_EXIST(Vehicle vehicle);
extern void ENABLE_PED_HELMET(Ped ped, boolean enable);
extern void EXPLODE_CAR(Vehicle vehicle, boolean unknownTrue, boolean unknownFalse);
extern void EXTINGUISH_CAR_FIRE(Vehicle vehicle);
extern void FIX_CAR(Vehicle vehicle);
extern void FIX_CAR_TYRE(Vehicle vehicle, uint tyre);
extern void FREEZE_CAR_POSITION(Vehicle vehicle, boolean frozen);
extern void FREEZE_CAR_POSITION_AND_DONT_LOAD_COLLISION(Vehicle vehicle, boolean frozen);
extern void GET_CAR_CHAR_IS_USING(Ped ped, Vehicle *pVehicle);
extern void GET_CAR_COLOURS(Vehicle vehicle, ColourIndex *pColour1, ColourIndex *pColour2);
extern void GET_CAR_COORDINATES(Vehicle vehicle, float *pX, float *pY, float *pZ);
extern void GET_CAR_DEFORMATION_AT_POS(Vehicle vehicle, float x, float y, float z, Vector3 *pDeformation);
extern void GET_CAR_DOOR_LOCK_STATUS(Vehicle vehicle, uint *pValue);
extern void GET_CAR_FORWARD_X(Vehicle vehicle, float *pValue);
extern void GET_CAR_FORWARD_Y(Vehicle vehicle, float *pValue);
extern void GET_CAR_HEADING(Vehicle vehicle, float *pValue);
extern void GET_CAR_HEALTH(Vehicle vehicle, uint *pValue);
extern void GET_CAR_MODEL(Vehicle vehicle, uint *pValue);
extern void GET_CAR_PITCH(Vehicle vehicle, float *pValue);
extern void GET_CAR_ROLL(Vehicle vehicle, float *pValue);
extern void GET_CAR_SPEED(Vehicle vehicle, float *pValue);
extern void GET_CAR_SPEED_VECTOR(Vehicle vehicle, Vector3 *pVector, boolean unknownFalse);
extern void GET_CAR_UPRIGHT_VALUE(Vehicle vehicle, float *pValue);
extern void GET_CHAR_IN_CAR_PASSENGER_SEAT(Vehicle vehicle, uint seatIndex, Ped *pPed);
extern Vehicle GET_CLOSEST_CAR(float x, float y, float z, float radius, uint unknown0_0, uint unknown1_70);
extern boolean GET_CLOSEST_CAR_NODE(float x, float y, float z, float *pResX, float *pResY, float *pResZ);
extern boolean GET_CLOSEST_CAR_NODE_WITH_HEADING(float x, float y, float z, float *pResX, float *pResY, float *pResZ, float *pHeading);
extern boolean GET_CLOSEST_MAJOR_CAR_NODE(float x, float y, float z, float *pResX, float *pResY, float *pResZ);
extern boolean GET_NTH_CLOSEST_CAR_NODE_WITH_HEADING(float x, float y, float z, uint nodeNum, float *pResX, float *pResY, float *pResZ, float *pHeading);
extern boolean GET_NTH_CLOSEST_CAR_NODE_WITH_HEADING_ON_ISLAND(float x, float y, float z, uint nodeNum, uint areaId, float *pResX, float *pResY, float *pResZ, float *pHeading, uint *pUnknownMaybeAreaId);
extern void GET_DEAD_CAR_COORDINATES(Vehicle vehicle, float *pX, float *pY, float *pZ);
extern void GET_DOOR_ANGLE_RATIO(Vehicle vehicle, uint door, float *pAngleRatio);
extern void GET_DRIVER_OF_CAR(Vehicle vehicle, Ped *pPed);
extern float GET_ENGINE_HEALTH(Vehicle vehicle);
extern void GET_EXTRA_CAR_COLOURS(Vehicle vehicle, ColourIndex *pColour1, ColourIndex *pColour2);
extern float GET_HEIGHT_OF_VEHICLE(Vehicle vehicle, float x, float y, float z, boolean unknownTrue1, boolean unknownTrue2);
extern void GET_KEY_FOR_CAR_IN_ROOM(Vehicle vehicle, uint *pKey);
extern void GET_MAXIMUM_NUMBER_OF_PASSENGERS(Vehicle vehicle, uint *pMax);
extern void GET_NEAREST_CABLE_CAR(float x, float y, float z, float radius, Vehicle *pVehicle);
extern void GET_NUM_CAR_COLOURS(Vehicle vehicle, uint *pNumColours);
extern void GET_NUMBER_OF_PASSENGERS(Vehicle vehicle, uint *pNumPassengers);
extern void GET_OFFSET_FROM_CAR_GIVEN_WORLD_COORDS(Vehicle vehicle, float x, float y, float z, float *pOffX, float *pOffY, float *pOffZ);
extern void GET_OFFSET_FROM_CAR_IN_WORLD_COORDS(Vehicle vehicle, float x, float y, float z, float *pOffX, float *pOffY, float *pOffZ);
extern float GET_PETROL_TANK_HEALTH(Vehicle vehicle);
extern void GET_RANDOM_CAR_MODEL_IN_MEMORY(boolean MustIncludeSpecialModels, uint *pHash, int *pErrorId /*-1 if error , 0 if no error*/);
extern void GET_VEHICLE_DIRT_LEVEL(Vehicle vehicle, float* pIntensity);
extern boolean HAS_CAR_BEEN_DAMAGED_BY_CAR(Vehicle vehicle, Vehicle otherCar);
extern boolean HAS_CAR_BEEN_DAMAGED_BY_CHAR(Vehicle vehicle, Ped ped);
extern boolean HAS_CAR_BEEN_DAMAGED_BY_WEAPON(Vehicle vehicle, uint weapon);
extern boolean HAS_CAR_BEEN_RESPRAYED(Vehicle vehicle);
extern boolean IS_BIG_VEHICLE(Vehicle vehicle);
extern boolean IS_CAR_A_MISSION_CAR(Vehicle vehicle);
extern boolean IS_CAR_ATTACHED(Vehicle vehicle);
extern boolean IS_CAR_DEAD(Vehicle vehicle);
extern boolean IS_CAR_DOOR_DAMAGED(Vehicle vehicle, uint door);
extern boolean IS_CAR_DOOR_FULLY_OPEN(Vehicle vehicle, uint door);
extern boolean IS_CAR_IN_AIR_PROPER(Vehicle vehicle);
extern boolean IS_CAR_IN_AREA_2D(Vehicle vehicle, float x1, float y1, float x2, float y2, boolean unknownFalse);
extern boolean IS_CAR_IN_AREA_3D(Vehicle vehicle, float x1, float y1, float z1, float x2, float y2, float z2, uint unknownFalse);
extern boolean IS_CAR_IN_WATER(Vehicle vehicle);
extern boolean IS_CAR_MODEL(Vehicle vehicle, uint model);
extern boolean IS_CAR_ON_FIRE(Vehicle vehicle);
extern boolean IS_CAR_ON_SCREEN(Vehicle vehicle);
extern boolean IS_CAR_PASSENGER_SEAT_FREE(Vehicle vehicle, uint seatIndex);
extern boolean IS_CAR_SIREN_ON(Vehicle vehicle);
extern boolean IS_CAR_STOPPED(Vehicle vehicle);
extern boolean IS_CAR_STOPPED_AT_TRAFFIC_LIGHTS(Vehicle vehicle);
extern boolean IS_CAR_STUCK_ON_ROOF(Vehicle vehicle);
extern boolean IS_CAR_TOUCHING_CAR(Vehicle vehicle, Vehicle otherCar);
extern boolean IS_CAR_TYRE_BURST(Vehicle vehicle, uint tyre);
extern boolean IS_CAR_UPRIGHT(Vehicle vehicle);
extern boolean IS_CAR_UPSIDEDOWN(Vehicle vehicle);
extern boolean IS_CAR_WAITING_FOR_WORLD_COLLISION(Vehicle vehicle);
extern boolean IS_VEH_DRIVEABLE(Vehicle vehicle);
extern boolean IS_VEH_WINDOW_INTACT(Vehicle vehicle, uint window);
extern boolean IS_VEHICLE_EXTRA_TURNED_ON(Vehicle vehicle, uint extra);
extern boolean IS_VEHICLE_ON_ALL_WHEELS(Vehicle vehicle);
extern void KNOCK_PED_OFF_BIKE(Vehicle vehicle);
extern void LOCK_CAR_DOORS(Vehicle vehicle, uint value);
extern void MARK_CAR_AS_CONVOY_CAR(Vehicle vehicle, boolean convoyCar);
extern void MARK_CAR_AS_NO_LONGER_NEEDED(Vehicle *pVehicle);
extern void OPEN_CAR_DOOR(Vehicle vehicle, uint door);
extern void POP_CAR_BOOT(Vehicle vehicle);
extern void REMOVE_STUCK_CAR_CHECK(Vehicle vehicle);
extern void REMOVE_UPSIDEDOWN_CAR_CHECK(Vehicle vehicle);
extern void SET_CAR_COORDINATES(Vehicle vehicle, float pX, float pY, float pZ);
extern void SET_CAR_HEALTH(Vehicle vehicle, uint Value);
extern void SET_PETROL_TANK_HEALTH(Vehicle vehicle, float value);
extern void SET_CAR_CAN_BE_DAMAGED(Vehicle vehicle, boolean value);
extern void SET_CAR_CAN_BE_VISIBLY_DAMAGED(Vehicle vehicle, boolean value);
extern void SET_CAR_FORWARD_SPEED(Vehicle vehicle, float speed);
extern void SET_CAR_HEADING(Vehicle vehicle, float dir);
extern ScriptAny SET_CAR_ON_GROUND_PROPERLY(Vehicle vehicle);
extern void SET_CAR_PROOFS(Vehicle vehicle, boolean bulletProof, boolean fireProof, boolean explosionProof, boolean collisionProof, boolean meleeProof);
extern void SET_CAR_STRONG(Vehicle vehicle, boolean strong);
extern void SET_CAR_VISIBLE(Vehicle vehicle, boolean value);
extern void SET_EXTRA_CAR_COLOURS(Vehicle vehicle, ColourIndex colour1, ColourIndex colour2);
extern void SET_ENGINE_HEALTH(Vehicle vehicle, float health);
extern void SET_VEH_HAZARDLIGHTS(Vehicle vehicle, boolean on);
extern void SET_VEHICLE_DIRT_LEVEL(Vehicle vehicle, float intensity);
extern void SHUT_CAR_DOOR(Vehicle vehicle, uint door);
extern void SOUND_CAR_HORN(Vehicle vehicle, uint duration);
extern void WASH_VEHICLE_TEXTURES(Vehicle vehicle, uint intensity);
extern void CREATE_MISSION_TRAIN(uint unknown1, float x, float y, float z, boolean unknown2, Train *pTrain);
extern void DELETE_MISSION_TRAIN(Train *pTrain);
extern uint GET_CURRENT_STATION_FOR_TRAIN(Train train);
extern uint GET_NEXT_STATION_FOR_TRAIN(Train train);
extern char *GET_STATION_NAME(Train train, uint station);
extern void MARK_MISSION_TRAIN_AS_NO_LONGER_NEEDED(Train train);
extern void MARK_MISSION_TRAINS_AS_NO_LONGER_NEEDED(void);
extern void ADD_OBJECT_TO_INTERIOR_ROOM_BY_KEY(Object obj, uint roomKey);
extern void APPLY_FORCE_TO_OBJECT(Object obj, uint uk0_3, float pX, float pY, float pZ, float spinX, float spinY, float spinZ, uint uk4_0, uint uk5_1, uint uk6_1, uint uk7_1);
extern void ATTACH_OBJECT_TO_CAR(Object obj, Vehicle v, uint unknown0_0, float pX, float pY, float pZ, float rX, float rY, float rZ);
extern void ATTACH_OBJECT_TO_PED(Object obj, Ped c, uint bone, float pX, float pY, float pZ, float rX, float rY, float rZ, uint unknown1_0);
extern void CLEAR_OBJECT_LAST_DAMAGE_ENTITY(Object obj);
extern void CLEAR_ROOM_FOR_OBJECT(Object obj);
extern void CREATE_OBJECT(uint model, float x, float y, float z, Object *pObj, boolean unknownTrue);
extern void CREATE_OBJECT_NO_OFFSET(uint model, float x, float y, float z, Object *pObj, boolean unknownTrue);
extern void DELETE_OBJECT(Object *pObj);
extern void DETACH_OBJECT(Object obj, boolean unknown);
extern boolean DOES_OBJECT_EXIST(Object obj);
extern boolean DOES_OBJECT_HAVE_PHYSICS(Object obj);
extern boolean DOES_OBJECT_OF_TYPE_EXIST_AT_COORDS(float x, float y, float z, float radius, uint model);
extern void EXTINGUISH_OBJECT_FIRE(Object obj);
extern void FREEZE_OBJECT_POSITION(Object obj, boolean frozen);
extern Vehicle GET_CAR_OBJECT_IS_ATTACHED_TO(Object obj);
extern void GET_OBJECT_COORDINATES(Object obj, float *pX, float *pY, float *pZ);
extern float GET_OBJECT_FRAGMENT_DAMAGE_HEALTH(Object obj, boolean unknown);
extern void GET_OBJECT_HEADING(Object obj, float *pHeading);
extern void GET_OBJECT_HEALTH(Object obj, float *pHealth);
extern void GET_OBJECT_MODEL(Object obj, uint *pModel);
extern void GET_OBJECT_ROTATION_VELOCITY(Object obj, float *pX, float *pY, float *pZ);
extern void GET_OBJECT_SPEED(Object obj, float *pSpeed);
extern void GET_OBJECT_VELOCITY(Object obj, float *pX, float *pY, float *pZ);
extern void GET_OFFSET_FROM_OBJECT_IN_WORLD_COORDS(Object obj, float x, float y, float z, float *pOffX, float *pOffY, float *pOffZ);
extern Ped GET_PED_OBJECT_IS_ATTACHED_TO(Object obj);
extern boolean HAS_OBJECT_BEEN_DAMAGED(Object obj);
extern boolean HAS_OBJECT_BEEN_DAMAGED_BY_CAR(Object obj, Vehicle vehicle);
extern boolean HAS_OBJECT_BEEN_DAMAGED_BY_CHAR(Object obj, Ped ped);
extern boolean HAS_OBJECT_BEEN_UPROOTED(Object obj);
extern boolean HAS_OBJECT_COLLIDED_WITH_ANYTHING(Object obj);
extern boolean HAS_POOL_OBJECT_COLLIDED_WITH_CUSHION(Object obj);
extern boolean HAS_POOL_OBJECT_COLLIDED_WITH_OBJECT(Object obj, Object otherObj);
extern boolean IS_OBJECT_ATTACHED(Object obj);
extern boolean IS_OBJECT_IN_WATER(Object obj);
extern boolean IS_OBJECT_ON_FIRE(Object obj);
extern boolean IS_OBJECT_ON_SCREEN(Object obj);
extern boolean IS_OBJECT_STATIC(Object obj);
extern boolean IS_OBJECT_UPRIGHT(Object obj, float angle);
extern boolean IS_OBJECT_WITHIN_BRAIN_ACTIVATION_RANGE(Object obj);
extern void LOAD_ALL_OBJECTS_NOW(void);
extern void MAKE_OBJECT_TARGETTABLE(Object obj, boolean targettable);
extern void MARK_OBJECT_AS_NO_LONGER_NEEDED(Object *pObj);
extern void SET_OBJECT_COLLISION(Object obj, boolean value);
extern void SET_OBJECT_COORDINATES(Object obj, float pX, float pY, float pZ);
extern void SET_OBJECT_HEADING(Object obj, float value);
extern void SET_OBJECT_VISIBLE(Object obj, boolean value);
extern ScriptAny START_OBJECT_FIRE(Object obj);
extern boolean HAS_MODEL_LOADED(uint model);
extern void REQUEST_MODEL(uint model);
extern void GET_CURRENT_BASIC_COP_MODEL(uint *pModel);
extern void GET_CURRENT_BASIC_POLICE_CAR_MODEL(uint *pModel);
extern void GET_CURRENT_COP_MODEL(uint *pModel);
extern void GET_CURRENT_POLICE_CAR_MODEL(uint *pModel);
extern void GET_CURRENT_TAXI_CAR_MODEL(uint *pModel);
extern char *GET_DISPLAY_NAME_FROM_VEHICLE_MODEL(uint model);
extern void GET_MODEL_DIMENSIONS(uint model, Vector3 *pMinVector, Vector3 *pMaxVector);
extern char *GET_MODEL_NAME_FOR_DEBUG(uint model);
extern boolean IS_THIS_MODEL_A_BIKE(uint model);
extern boolean IS_THIS_MODEL_A_BOAT(uint model);
extern boolean IS_THIS_MODEL_A_CAR(uint model);
extern boolean IS_THIS_MODEL_A_HELI(uint model);
extern boolean IS_THIS_MODEL_A_PED(uint model);
extern boolean IS_THIS_MODEL_A_PLANE(uint model);
extern boolean IS_THIS_MODEL_A_TRAIN(uint model);
extern boolean IS_THIS_MODEL_A_VEHICLE(uint model);
extern void MARK_MODEL_AS_NO_LONGER_NEEDED(uint model);
extern void ACTIVATE_INTERIOR(Interior interior, boolean unknownTrue);
extern void GET_INTERIOR_FROM_CAR(Vehicle vehicle, Interior *pInterior);
extern void GET_INTERIOR_FROM_CHAR(Ped ped, Interior *pInterior);
extern void GET_INTERIOR_AT_COORDS(float x, float y, float z, Interior *pInterior);
extern void GET_INTERIOR_HEADING(Interior interior, float *pHeading);
extern void GET_OFFSET_FROM_INTERIOR_IN_WORLD_COORDS(Interior interior, float x, float y, float z, float *pOffset);
extern void GET_ROOM_KEY_FROM_OBJECT(Object obj, uint *pRoomKey);
extern void REQUEST_INTERIOR_MODELS(uint model, char *interiorName);
extern void ADD_CHAR_DECISION_MAKER_EVENT_RESPONSE(DecisionMaker dm, uint eventid, uint responseid, float param1, float param2, float param3, float param4, uint unknown0_1, uint unknown1_1);
extern void ADD_COMBAT_DECISION_MAKER_EVENT_RESPONSE(DecisionMaker dm, uint eventid, uint responseid, float param1, float param2, float param3, float param4, uint unknown0_1, uint unknown1_1);
extern void ADD_GROUP_DECISION_MAKER_EVENT_RESPONSE(DecisionMaker dm, uint eventid, uint responseid, float param1, float param2, float param3, float param4, uint unknown0_1, uint unknown1_1);
extern void CLEAR_CHAR_DECISION_MAKER_EVENT_RESPONSE(DecisionMaker dm, uint eventid);
extern void CLEAR_COMBAT_DECISION_MAKER_EVENT_RESPONSE(DecisionMaker dm, uint eventid);
extern void CLEAR_GROUP_DECISION_MAKER_EVENT_RESPONSE(DecisionMaker dm, uint eventid);
extern void COPY_CHAR_DECISION_MAKER(uint type, DecisionMaker *pDM);
extern void COPY_COMBAT_DECISION_MAKER(uint type, DecisionMaker *pDM);
extern void COPY_GROUP_CHAR_DECISION_MAKER(uint type, DecisionMaker *pDM);
extern void COPY_GROUP_COMBAT_DECISION_MAKER(uint type, DecisionMaker *pDM);
extern void COPY_SHARED_CHAR_DECISION_MAKER(uint type, DecisionMaker *pDM);
extern void COPY_SHARED_COMBAT_DECISION_MAKER(uint type, DecisionMaker *pDM);
extern boolean DOES_DECISION_MAKER_EXIST(DecisionMaker dm);
extern void LOAD_CHAR_DECISION_MAKER(uint type, DecisionMaker *pDM);
extern void LOAD_COMBAT_DECISION_MAKER(uint type, DecisionMaker *pDM);
extern void LOAD_GROUP_DECISION_MAKER(uint type, DecisionMaker *pDM);
extern void REMOVE_DECISION_MAKER(DecisionMaker dm);
extern void SET_CHAR_DECISION_MAKER(Ped ped, DecisionMaker dm);
extern void SET_CHAR_DECISION_MAKER_TO_DEFAULT(Ped ped);
extern void SET_COMBAT_DECISION_MAKER(Ped ped, DecisionMaker dm);
extern void SET_DECISION_MAKER_ATTRIBUTE_CAN_CHANGE_TARGET(DecisionMaker dm, boolean value);
extern void SET_DECISION_MAKER_ATTRIBUTE_CAUTION(DecisionMaker dm, uint value);
extern void SET_DECISION_MAKER_ATTRIBUTE_FIRE_RATE(DecisionMaker dm, uint value);
extern void SET_DECISION_MAKER_ATTRIBUTE_LOW_HEALTH(DecisionMaker dm, uint value);
extern void SET_DECISION_MAKER_ATTRIBUTE_MOVEMENT_STYLE(DecisionMaker dm, uint value);
extern void SET_DECISION_MAKER_ATTRIBUTE_NAVIGATION_STYLE(DecisionMaker dm, uint value);
extern void SET_DECISION_MAKER_ATTRIBUTE_RETREATING_BEHAVIOUR(DecisionMaker dm, uint value);
extern void SET_DECISION_MAKER_ATTRIBUTE_SIGHT_RANGE(DecisionMaker dm, uint value);
extern void SET_DECISION_MAKER_ATTRIBUTE_STANDING_STYLE(DecisionMaker dm, uint value);
extern void SET_DECISION_MAKER_ATTRIBUTE_TARGET_INJURED_REACTION(DecisionMaker dm, uint value);
extern void SET_DECISION_MAKER_ATTRIBUTE_TARGET_LOSS_RESPONSE(DecisionMaker dm, uint value);
extern void SET_DECISION_MAKER_ATTRIBUTE_TEAMWORK(DecisionMaker dm, uint value);
extern void SET_DECISION_MAKER_ATTRIBUTE_WEAPON_ACCURACY(DecisionMaker dm, uint value);
extern void SET_GROUP_CHAR_DECISION_MAKER(Group group, DecisionMaker dm);
extern void SET_GROUP_COMBAT_DECISION_MAKER(Group group, DecisionMaker dm);
extern void SET_GROUP_DECISION_MAKER(Group group, DecisionMaker dm);
extern void ADD_BLIP_FOR_CAR(Vehicle vehicle, Blip *pBlip);
extern void ADD_BLIP_FOR_CHAR(Ped ped, Blip *pBlip);
extern void ADD_BLIP_FOR_CONTACT(float x, float y, float z, Blip *pBlip);
extern void ADD_BLIP_FOR_COORD(float x, float y, float z, Blip *pBlip);
extern void ADD_BLIP_FOR_OBJECT(Object obj, Blip *pBlip);
extern void ADD_BLIP_FOR_PICKUP(Pickup pickup, Blip *pBlip);
extern void ADD_SIMPLE_BLIP_FOR_PICKUP(Pickup pickup);
extern void CHANGE_BLIP_ALPHA(Blip blip, int alpha);
extern void CHANGE_BLIP_COLOUR(Blip blip, ColourIndex colour);
extern void CHANGE_BLIP_DISPLAY(Blip blip, uint display);
extern void CHANGE_BLIP_NAME_FROM_ASCII(Blip blip, char *blipName);
extern void CHANGE_BLIP_NAME_FROM_TEXT_FILE(Blip blip, char *gxtName);
extern void CHANGE_BLIP_PRIORITY(Blip blip, uint priority);
extern void CHANGE_BLIP_SCALE(Blip blip, float scale);
extern void CHANGE_BLIP_SPRITE(Blip blip, uint sprite);
extern void DIM_BLIP(Blip blip, boolean unknownTrue);
extern boolean DOES_BLIP_EXIST(Blip blip);
extern void FLASH_BLIP(Blip blip, boolean on);
extern void FLASH_BLIP_ALT(Blip blip, boolean on);
extern void GET_BLIP_COLOUR(Blip blip, ColourIndex *pColour);
extern void GET_BLIP_COORDS(Blip blip, Vector3 *pVector);
extern uint GET_BLIP_INFO_ID_TYPE(Blip blip);
extern Vehicle GET_BLIP_INFO_ID_CAR_INDEX(Blip blip);
extern uint GET_BLIP_INFO_ID_DISPLAY(Blip blip);
extern Object GET_BLIP_INFO_ID_OBJECT_INDEX(Blip blip);
extern Ped GET_BLIP_INFO_ID_PED_INDEX(Blip blip);
extern Pickup GET_BLIP_INFO_ID_PICKUP_INDEX(Blip blip);
extern char *GET_BLIP_NAME(Blip blip);
extern uint GET_BLIP_SPRITE(Blip blip);
extern Blip GET_FIRST_BLIP_INFO_ID(uint type);
extern Blip GET_NEXT_BLIP_INFO_ID(uint type);
extern boolean IS_BLIP_SHORT_RANGE(Blip blip);
extern void REMOVE_BLIP(Blip blip);
extern void SET_BLIP_AS_FRIENDLY(Blip blip, boolean value);
extern void SET_BLIP_AS_SHORT_RANGE(Blip blip, boolean value);
extern void SET_ROUTE(Blip blip, boolean value);
extern void ADD_PICKUP_TO_INTERIOR_ROOM_BY_NAME(Pickup pickup, char *roomName);
extern void CREATE_MONEY_PICKUP(float x, float y, float z, uint amount, boolean unknownTrue, Pickup *pPickup);
extern void CREATE_PICKUP(uint model, uint pickupType, float x, float y, float z, Pickup *pPickup, boolean unknownFalse);
extern void CREATE_PICKUP_ROTATE(uint model, uint pickupType, uint unknown, float x, float y, float z, float rX, float rY, float rZ, Pickup *pPickup);
extern void CREATE_PICKUP_WITH_AMMO(uint model, uint pickupType, uint unknown, float x, float y, float z, Pickup *pPickup);
extern boolean DOES_PICKUP_EXIST(Pickup pickup);
extern void GET_PICKUP_COORDINATES(Pickup pickup, float *pX, float *pY, float *pZ);
extern boolean HAS_PICKUP_BEEN_COLLECTED(Pickup pickup);
extern void PICKUPS_PASS_TIME(uint time);
extern void REMOVE_PICKUP(Pickup pickup);
extern void REMOVE_TEMPORARY_RADAR_BLIPS_FOR_PICKUPS(void);
extern void RENDER_WEAPON_PICKUPS_BIGGER(boolean value);
extern boolean CAM_IS_SPHERE_VISIBLE(Camera camera, float pX, float pY, float pZ, float radius);
extern void CREATE_CAM(uint camtype_usually14, Camera *camera);
extern void DESTROY_CAM(Camera camera);
extern boolean DOES_CAM_EXIST(Camera camera);
extern void SET_CAM_ACTIVE(Camera camera, boolean value);
extern void GET_CAM_FOV(Camera camera, float *fov);
extern void GET_CAM_POS(Camera camera, float *pX, float *pY, float *pZ);
extern void GET_CAM_ROT(Camera camera, float *angleX, float *angleY, float *angleZ);
extern void GET_GAME_CAM(Camera *camera);
extern void GET_GAME_CAM_CHILD(Camera *camera);
extern boolean IS_CAM_ACTIVE(Camera camera);
extern boolean IS_CAM_INTERPOLATING(void);
extern boolean IS_CAM_PROPAGATING(Camera camera);
extern void SET_CAM_BEHIND_PED(Ped ped);
extern void SET_CAM_FOV(Camera camera, float fov);
extern void SET_CAM_IN_FRONT_OF_PED(Ped ped);
extern void SET_CAM_POS(Camera camera, float pX, float pY, float pZ);
extern void SET_CAM_PROPAGATE(Camera camera, boolean value);
extern void SET_CAM_ROT(Camera camera, float angleX, float angleY, float angleZ);
extern void SET_CAM_TARGET_PED(Camera camera, Ped ped);
extern boolean NETWORK_IS_GAME_RANKED(void);
extern boolean NETWORK_IS_SESSION_STARTED(void);
extern boolean ARE_ALL_NAVMESH_REGIONS_LOADED(void);
extern void CLEAR_AREA(float x, float y, float z, float radius, boolean unknown);
extern void CLEAR_AREA_OF_CARS(float x, float y, float z, float radius);
extern void CLEAR_AREA_OF_CHARS(float x, float y, float z, float radius);
extern void CLEAR_AREA_OF_COPS(float x, float y, float z, float radius);
extern void CLEAR_AREA_OF_OBJECTS(float x, float y, float z, float radius);
extern void CLEAR_PED_NON_CREATION_AREA(void);
extern void CLEAR_PED_NON_REMOVAL_AREA(void);
extern void EXTINGUISH_FIRE_AT_POINT(float x, float y, float z, float radius);
extern void FORCE_WEATHER(uint weather);
extern void FORCE_WEATHER_NOW(uint weather);
extern void FORCE_WIND(float wind);
extern void FREEZE_POSITION_OF_CLOSEST_OBJECT_OF_TYPE(float x, float y, float z, float radius, uint model, boolean frozen);
extern Vehicle GET_CLOSEST_CAR(float x, float y, float z, float radius, boolean unknownFalse, uint unknown70);
extern boolean GET_CLOSEST_CHAR(float x, float y, float z, float radius, boolean unknown1, boolean unknown2, Ped *pPed);
extern void GET_CURRENT_WEATHER(uint *pWeather);
extern ScriptAny GET_GROUND_Z_FOR_3D_COORD(float x, float y, float z, float *pGroundZ);
extern uint GET_NUMBER_OF_FIRES_IN_RANGE(float x, float y, float z, float radius);
extern void GET_SAFE_PICKUP_COORDS(float x, float y, float z, float *pSafeX, float *pSafeY, float *pSafeZ);
extern boolean GET_SAFE_POSITION_FOR_CHAR(float x, float y, float z, boolean unknownTrue, float *pSafeX, float *pSafeY, float *pSafeZ);
extern boolean HAS_CLOSEST_OBJECT_OF_TYPE_BEEN_DAMAGED_BY_CHAR(float x, float y, float z, float radius, uint objectModel, Ped ped);
extern boolean IS_AREA_OCCUPIED(float x1, float y1, float z1, float x2, float y2, float z2, boolean unknownFalse1, boolean unknownTrue, boolean unknownFalse2, boolean unknownFalse3, boolean unknownFalse4);
extern boolean IS_BULLET_IN_AREA(float x, float y, float z, float radius, boolean unknownTrue);
extern boolean IS_BULLET_IN_BOX(float x1, float y1, float z1, float x2, float y2, float z2, boolean unknown);
extern boolean IS_POINT_OBSCURED_BY_A_MISSION_ENTITY(float pX, float pY, float pZ, float sizeX, float sizeY, float sizeZ);
extern void LOAD_SCENE(float x, float y, float z);
extern void REMOVE_ALL_PICKUPS_OF_TYPE(uint type);
extern void REQUEST_COLLISION_AT_POSN(float x, float y, float z);
extern void SWITCH_AMBIENT_PLANES(boolean on);
extern void SWITCH_ARROW_ABOVE_BLIPPED_PICKUPS(boolean on);
extern void SWITCH_RANDOM_BOATS(boolean on);
extern void SWITCH_RANDOM_TRAINS(boolean on);
extern void SWITCH_GARBAGE_TRUCKS(boolean on);
extern void SWITCH_MAD_DRIVERS(boolean on);
extern void CLOSE_GARAGE(char *garageName);
extern boolean IS_CAR_IN_GARAGE_AREA(char *garageName, Vehicle vehicle);
extern boolean IS_GARAGE_CLOSED(char *garageName);
extern boolean IS_GARAGE_OPEN(char *garageName);
extern void OPEN_GARAGE(char *name);
extern void DISPLAY_TEXT(float x, float y, char *gxtName);
extern void DISPLAY_TEXT_WITH_2_NUMBERS(float x, float y, char *gxtName, int number1, int number2);
extern void DISPLAY_TEXT_WITH_FLOAT(float x, float y, char *gxtName, float value, uint unknown);
extern void DISPLAY_TEXT_WITH_LITERAL_STRING(float x, float y, char *gxtName, char *literalStr);
extern void DISPLAY_TEXT_WITH_NUMBER(float x, float y, char *gxtName, int value);
extern void DISPLAY_TEXT_WITH_STRING(float x, float y, char *gxtName, char *gxtStringName);
extern void DISPLAY_TEXT_WITH_TWO_LITERAL_STRINGS(float x, float y, char *gxtName, char *literalStr1, char *literalStr2);
extern void DISPLAY_TEXT_WITH_TWO_STRINGS(float x, float y, char *gxtName, char *gxtStringName1, char *gxtStringName2);
extern uint GET_LENGTH_OF_STRING_WITH_THIS_TEXT_LABEL(char *gxtName);
extern char *GET_FIRST_N_CHARACTERS_OF_STRING(char *gxtName, uint chars);
extern void GET_MOBILE_PHONE_RENDER_ID(uint *pRenderId);
extern char *GET_NTH_INTEGER_IN_STRING(char *gxtName, uint index);
extern void GET_SCRIPT_RENDERTARGET_RENDER_ID(uint *pRenderId);
extern char *GET_STRING_FROM_HASH_KEY(uint hashKey);
extern int GET_STRING_WIDTH(char *gxtName);
extern int GET_STRING_WIDTH_WITH_NUMBER(char *gxtName, int number);
extern int GET_STRING_WIDTH_WITH_STRING(char *gxtName, char *literalString);
extern boolean HAS_ADDITIONAL_TEXT_LOADED(uint textIndex);
extern boolean HAS_THIS_ADDITIONAL_TEXT_LOADED(char *textName, uint textIndex);
extern boolean IS_FONT_LOADED(uint font);
extern boolean IS_STREAMING_ADDITIONAL_TEXT(uint textIndex);
extern void LOAD_ADDITIONAL_TEXT(char *textName, uint textIndex);
extern void LOAD_TEXT_FONT(uint font);
extern void PRINT(char *gxtName, uint timeMS, boolean enable);
extern void PRINT_BIG(char *gxtName, uint timeMS, boolean enable);
extern void PRINT_HELP(char *gxtName);
extern void PRINT_HELP_FOREVER(char *gxtName);
extern void PRINT_HELP_FOREVER_WITH_NUMBER(char *gxtName, int value);
extern void PRINT_HELP_FOREVER_WITH_STRING(char *gxtName, char *gxtText);
extern void PRINT_HELP_FOREVER_WITH_STRING_NO_SOUND(char *gxtName, char *gxtText);
extern void PRINT_HELP_WITH_NUMBER(char *gxtName, int value);
extern void PRINT_HELP_WITH_STRING(char *gxtName, char *gxtText);
extern void PRINT_HELP_WITH_STRING_NO_SOUND(char *gxtName, char *gxtText);
extern void PRINT_NOW(char *gxtName, uint timeMS, boolean enable);
extern void PRINT_STRING_IN_STRING(char *gxtName, char *gxtText, uint timeMS, boolean enable);
extern void PRINT_STRING_IN_STRING_NOW(char *gxtName, char *gxtText, uint timeMS, boolean enable);
extern void PRINT_STRING_WITH_LITERAL_STRING_NOW(char *gxtName, void *text, uint timeMS, boolean enable);
extern void PRINT_WITH_2_NUMBERS(char *gxtName, int value1, int value2, uint timeMS, boolean enable);
extern void PRINT_WITH_2_NUMBERS_NOW(char *gxtName, int value1, int value2, uint timeMS, boolean enable);
extern void PRINT_WITH_NUMBER(char *gxtName, int value, uint timeMS, boolean enable);
extern void PRINT_WITH_NUMBER_BIG(char *gxtName, int value, uint timeMS, boolean enable);
extern void PRINT_WITH_NUMBER_NOW(char *gxtName, int value, uint timeMS, boolean enable);
extern void PRINTFLOAT(float value);
extern void PRINTINT(int value);
extern void PRINTNL(void);
extern void PRINTSTRING(char *value);
extern void PRINTVECTOR(float x, float y, float z);
extern void REQUEST_ADDITIONAL_TEXT(char *textName, uint textIndex);
extern void SET_TEXT_SCALE(float w, float h);
extern void SET_TEXT_BACKGROUND(boolean value);
extern void SET_TEXT_CENTRE(boolean value);
extern void SET_TEXT_COLOUR(uint r, uint g, uint b, uint a);
extern void SET_TEXT_DRAW_BEFORE_FADE(boolean value);
extern void SET_TEXT_DROPSHADOW(boolean displayShadow, uint r, uint g, uint b, uint a);
extern void SET_TEXT_EDGE(boolean displayEdge, uint r, uint g, uint b, uint a);
extern void SET_TEXT_FONT(uint font);
extern void SET_TEXT_JUSTIFY(boolean value);
extern void SET_TEXT_LINE_DISPLAY(uint unk1, uint unk2);
extern void SET_TEXT_LINE_HEIGHT_MULT(float lineHeight);
extern void SET_TEXT_PROPORTIONAL(boolean value);
extern void SET_TEXT_RENDER_ID(uint renderId);
extern void SET_TEXT_RIGHT_JUSTIFY(boolean value);
extern void SET_TEXT_TO_USE_TEXT_FILE_COLOURS(boolean value);
extern void SET_TEXT_USE_UNDERSCORE(boolean value);
extern void SET_TEXT_WRAP(float unk1, float unk2);
extern Texture GET_TEXTURE(TextureDict dictionary, char *textureName);
extern Texture GET_TEXTURE_FROM_STREAMED_TXD(char *txdName, char *textureName);
extern TextureDict GET_TXD(char *txdName);
extern boolean HAS_STREAMED_TXD_LOADED(char *txdName);
extern TextureDict LOAD_TXD(char *txdName);
extern void MARK_STREAMED_TXD_AS_NO_LONGER_NEEDED(char *txdName);
extern void RELEASE_TEXTURE(Texture texture);
extern void REQUEST_STREAMED_TXD(char *txdName, boolean unknown);
extern void REMOVE_TXD(TextureDict txd);
extern void DECREMENT_INT_STAT(uint stat, uint amount);
extern uint GET_INT_STAT(uint stat);
extern void INCREMENT_FLOAT_STAT_NO_MESSAGE(uint stat, float value);
extern void INCREMENT_INT_STAT(uint stat, uint value);
extern void INCREMENT_INT_STAT_NO_MESSAGE(uint stat, uint value);
extern void SET_INT_STAT(uint stat, uint value);
extern boolean GET_PAD_PITCH_ROLL(uint padIndex, float *pPitch, float *pRoll);
extern void GET_POSITION_OF_ANALOGUE_STICKS(uint padIndex, uint *pLeftX, uint *pLeftY, uint *pRightX, uint *pRightY);
extern boolean IS_BUTTON_JUST_PRESSED(uint padIndex, uint button);
extern boolean IS_BUTTON_PRESSED(uint padIndex, uint button);
extern uint GET_SOUND_ID(void);
extern boolean HAS_SOUND_FINISHED(uint sound);
extern void PLAY_AUDIO_EVENT(char *name);
extern void PLAY_SOUND_FRONTEND(uint sound, char *soundName);
extern void SET_VARIABLE_ON_SOUND(uint sound, char *varname, float value);
extern void STOP_SOUND(uint sound);
extern void RELEASE_SOUND_ID(uint sound);
extern void FORCE_TIME_OF_DAY(uint hour, uint minute);
extern void FORWARD_TO_TIME_OF_DAY(uint hour, uint minute);
extern void GET_CURRENT_DATE(uint *day, uint *month);
extern uint GET_CURRENT_DAY_OF_WEEK(void);
extern uint GET_HOURS_OF_DAY(void);
extern uint GET_MINUTES_OF_DAY(void);
extern uint GET_MINUTES_TO_TIME_OF_DAY(uint hour, uint minute);
extern void GET_TIME_OF_DAY(uint *hour, uint *minute);
extern void RELEASE_TIME_OF_DAY(void);
extern void SET_TIME_OF_DAY(uint hour, uint minute);
extern void SET_TIME_ONE_DAY_BACK(void);
extern void SET_TIME_ONE_DAY_FORWARD(void);
extern void SET_TIME_SCALE(float scale);
extern boolean IS_SCRIPT_FIRE_EXTINGUISHED(FireId fire);
extern void REMOVE_SCRIPT_FIRE(FireId fire);
extern FireId START_CAR_FIRE(Vehicle vehicle);
extern FireId START_CHAR_FIRE(Ped ped);
extern FireId START_SCRIPT_FIRE(float x, float y, float z, uint numGenerationsAllowed, uint strength);
extern void DISABLE_FRONTEND_RADIO(void);
extern void ENABLE_FRONTEND_RADIO(void);
extern void FREEZE_RADIO_STATION(char *stationName);
extern uint GET_PLAYER_RADIO_STATION_INDEX(void);
extern char *GET_PLAYER_RADIO_STATION_NAME(void);
extern boolean IS_RADIO_RETUNING(void);
extern void RETUNE_RADIO_TO_STATION_INDEX(uint radioStation);
extern void ABORT_ALL_GARAGE_ACTIVITY(void);
extern void ACTIVATE_CHEAT(uint cheat);
extern void ACTIVATE_FRONTEND(void);
extern void ACTIVATE_SAVE_MENU(void);
extern void ADD_EXPLOSION(float x, float y, float z, ExplosionType exptype, float radius, bool playsound, bool novisual, float camshake);
extern void ALLOW_EMERGENCY_SERVICES(boolean allow);
extern void ALLOW_GAME_TO_PAUSE_FOR_STREAMING(boolean allow);
extern void ALLOW_STUNT_JUMPS_TO_TRIGGER(boolean allow);
extern boolean ARE_WIDESCREEN_BORDERS_ACTIVE(void);
extern ScriptAny AWARD_ACHIEVEMENT(uint achievement);
extern boolean CAN_PHONE_BE_SEEN_ON_SCREEN(void);
extern void CANCEL_OVERRIDE_RESTART(void);
extern void CLEAR_SHAKE_PLAYERPAD_WHEN_CONTROLLER_DISABLED(void);
extern void CLEAR_TIMECYCLE_MODIFIER(void);
extern void DEACTIVATE_FRONTEND(void);
extern boolean DID_SAVE_COMPLETE_SUCCESSFULLY(void);
extern void DISABLE_PAUSE_MENU(boolean disabled);
extern void DISABLE_POLICE_SCANNER(void);
extern void DISPLAY_AMMO(boolean display);
extern void DISPLAY_AREA_NAME(boolean display);
extern void DISPLAY_CASH(boolean display);
extern void DISPLAY_FRONTEND_MAP_BLIPS(boolean display);
extern void DISPLAY_HUD(boolean display);
extern void DISPLAY_RADAR(boolean display);
extern void DISPLAY_SNIPER_SCOPE_THIS_FRAME(void);
extern void DO_AUTO_SAVE(void);
extern void DO_SCREEN_FADE_IN(uint timeMS);
extern void DO_SCREEN_FADE_IN_UNHACKED(uint timeMS);
extern void DO_SCREEN_FADE_OUT(uint timeMS);
extern void DO_SCREEN_FADE_OUT_UNHACKED(uint timeMS);
extern void DRAW_RECT(float x1, float y1, float x2, float y2, uint r, uint g, uint b, uint a);
extern void ENABLE_MAX_AMMO_CAP(boolean enable);
extern void ENABLE_POLICE_SCANNER(void);
extern void ENABLE_SCENE_STREAMING(boolean enable);
extern void FAKE_DEATHARREST(void);
extern void FIND_STREET_NAME_AT_POSITION(float pX, float pY, float pZ, uint *strHash0, uint *strHash1);
extern void FIRE_SINGLE_BULLET(float x, float y, float z, float targetX, float targetY, float targetZ, uint unknown);
extern void FLASH_WEAPON_ICON(boolean on);
extern void FORCE_INITIAL_PLAYER_STATION(char *stationName);
extern void FORCE_LOADING_SCREEN(boolean force);
extern void GET_CORRECTED_COLOUR(uint r, uint g, uint b, uint *pR, uint *pG, uint *pB);
extern boolean GET_CREATE_RANDOM_COPS(void);
extern uint GET_CURRENT_EPISODE(void);
extern uint GET_CURRENT_LANGUAGE(void);
extern uint GET_EPISODE_INDEX_FROM_SUMMONS(void);
extern char * GET_EPISODE_NAME(uint episodeIndex);
extern float GET_FLOAT_STAT(uint stat);
extern void GET_FRAME_TIME(float *time);
extern void GET_GAME_TIMER(uint *pTimer);
extern uint GET_HASH_KEY(char *value);
extern void GET_HUD_COLOUR(uint type, uint *pR, uint *pG, uint *pB, uint *pA);
extern uint GET_ID_OF_THIS_THREAD(void);
extern boolean GET_IS_DEPOSIT_ANIM_RUNNING(void);
extern boolean GET_IS_HIDEF(void);
extern boolean GET_IS_WIDESCREEN(void);
extern uint GET_LEFT_PLAYER_CASH_TO_REACH_LEVEL(uint playerRank);
extern uint GET_MAP_AREA_FROM_COORDS(float x, float y, float z);
extern boolean GET_MISSION_FLAG(void);
extern void GET_MAX_WANTED_LEVEL(uint *pMaxWantedLevel);
extern char *GET_NAME_OF_INFO_ZONE(float x, float y, float z);
extern char *GET_NAME_OF_ZONE(float x, float y, float z);
extern uint GET_NUM_STREAMING_REQUESTS(void);
extern uint GET_NUMBER_OF_INSTANCES_OF_STREAMED_SCRIPT(char *scriptName);
extern uint GET_NUMBER_OF_PLAYERS(void);
extern uint GET_TIME_SINCE_LAST_ARREST(void);
extern uint GET_TIME_SINCE_LAST_DEATH(void);
extern boolean HAS_ACHIEVEMENT_BEEN_PASSED(uint achievement);
extern boolean HAS_DEATHARREST_EXECUTED(void);
extern boolean HAS_RESPRAY_HAPPENED(void);
extern boolean HAS_SCRIPT_LOADED(char *scriptName);
extern boolean HAVE_ANIMS_LOADED(char *animName);
extern boolean HAVE_REQUESTED_PATH_NODES_BEEN_LOADED(uint requestId);
extern void HIDE_HELP_TEXT_THIS_FRAME(void);
extern void HIDE_HUD_AND_RADAR_THIS_FRAME(void);
extern boolean IS_AUSSIE_VERSION(void);
extern boolean IS_AUTO_AIMING_ON(void);
extern boolean IS_AUTO_SAVE_IN_PROGRESS(void);
extern boolean IS_INTERIOR_SCENE(void);
extern boolean IS_FRONTEND_FADING(void);
extern boolean IS_GAME_IN_CONTROL_OF_MUSIC(void);
extern boolean IS_GERMAN_VERSION(void);
extern boolean IS_HELP_MESSAGE_BEING_DISPLAYED(void);
extern boolean IS_HINT_RUNNING(void);
extern boolean IS_HUD_PREFERENCE_SWITCHED_ON(void);
extern boolean IS_HUD_RETICULE_COMPLEX(void);
extern boolean IS_IN_SPECTATOR_MODE(void);
extern boolean IS_LOOK_INVERTED(void);
extern boolean IS_MEMORY_CARD_IN_USE(void);
extern boolean IS_MESSAGE_BEING_DISPLAYED(void);
extern boolean IS_MINIGAME_IN_PROGRESS(void);
extern boolean IS_MISSION_COMPLETE_PLAYING(void);
extern boolean IS_MOBILE_PHONE_CALL_ONGOING(void);
extern boolean IS_MOBILE_PHONE_RADIO_ACTIVE(void);
extern boolean IS_PAUSE_MENU_ACTIVE(void);
extern boolean IS_PAY_N_SPRAY_ACTIVE(void);
extern boolean IS_PLAYER_BEING_ARRESTED(void);
extern boolean IS_PLAYER_ONLINE(void);
extern boolean IS_SCREEN_FADED_IN(void);
extern boolean IS_SCREEN_FADED_OUT(void);
extern boolean IS_SCREEN_FADING(void);
extern boolean IS_SCREEN_FADING_IN(void);
extern boolean IS_SCREEN_FADING_OUT(void);
extern boolean IS_SNIPER_INVERTED(void);
extern boolean IS_SYSTEM_UI_SHOWING(void);
extern boolean IS_THIS_A_MINIGAME_SCRIPT(void);
extern boolean IS_THREAD_ACTIVE(uint threadId);
extern uint LOAD_ALL_PATH_NODES(boolean value);