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	<id>https://wiki.rage.mp/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Modernb</id>
	<title>RAGE Multiplayer Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.rage.mp/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Modernb"/>
	<link rel="alternate" type="text/html" href="https://wiki.rage.mp/wiki/Special:Contributions/Modernb"/>
	<updated>2026-07-19T00:21:14Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.40.0</generator>
	<entry>
		<id>https://wiki.rage.mp/w/index.php?title=Player::setHeadOverlay&amp;diff=8528</id>
		<title>Player::setHeadOverlay</title>
		<link rel="alternate" type="text/html" href="https://wiki.rage.mp/w/index.php?title=Player::setHeadOverlay&amp;diff=8528"/>
		<updated>2018-01-13T16:35:52Z</updated>

		<summary type="html">&lt;p&gt;Modernb: /* Syntax */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;OverlayID ranges from 0 to 12, index from 0 to _GET_NUM_OVERLAY_VALUES(overlayID)-1, and opacity from 0.0 to 1.0. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;overlayID       Part                  Index, to disable&amp;lt;br&amp;gt;0               Blemishes             0 - 23, 255&amp;lt;br&amp;gt;1               Facial Hair           0 - 28, 255&amp;lt;br&amp;gt;2               Eyebrows              0 - 33, 255&amp;lt;br&amp;gt;3               Ageing                0 - 14, 255&amp;lt;br&amp;gt;4               Makeup                0 - 74, 255&amp;lt;br&amp;gt;5               Blush                 0 - 6, 255&amp;lt;br&amp;gt;6               Complexion            0 - 11, 255&amp;lt;br&amp;gt;7               Sun Damage            0 - 10, 255&amp;lt;br&amp;gt;8               Lipstick              0 - 9, 255&amp;lt;br&amp;gt;9               Moles/Freckles        0 - 17, 255&amp;lt;br&amp;gt;10              Chest Hair            0 - 16, 255&amp;lt;br&amp;gt;11              Body Blemishes        0 - 11, 255&amp;lt;br&amp;gt;12              Add Body Blemishes    0 - 1, 255&lt;br /&gt;
==Syntax==&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;javascript&amp;quot;&amp;gt;player.setHeadOverlay(overlayID, [index, opacity]);&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
=== Required Arguments ===&lt;br /&gt;
*&#039;&#039;&#039;overlayID:&#039;&#039;&#039; int&lt;br /&gt;
*&#039;&#039;&#039;index:&#039;&#039;&#039; int&lt;br /&gt;
*&#039;&#039;&#039;opacity:&#039;&#039;&#039; float&lt;br /&gt;
===Return value===&lt;br /&gt;
*&#039;&#039;&#039;Undefined&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;javascript&amp;quot;&amp;gt;&lt;br /&gt;
// todo&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
==See also==&lt;br /&gt;
{{Player_function_c}}&lt;br /&gt;
[[Category:Clientside API]]&lt;br /&gt;
[[Category:TODO: Example]]&lt;/div&gt;</summary>
		<author><name>Modernb</name></author>
	</entry>
	<entry>
		<id>https://wiki.rage.mp/w/index.php?title=Graphics::drawScaleformMovie3dNonAdditive&amp;diff=8511</id>
		<title>Graphics::drawScaleformMovie3dNonAdditive</title>
		<link rel="alternate" type="text/html" href="https://wiki.rage.mp/w/index.php?title=Graphics::drawScaleformMovie3dNonAdditive&amp;diff=8511"/>
		<updated>2018-01-09T17:06:24Z</updated>

		<summary type="html">&lt;p&gt;Modernb: /* Required Arguments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Originally called &#039;_DRAW_SCALEFORM_MOVIE_3D&#039;. Since the actual &#039;DRAW_SCALEFORM_MOVIE_3D&#039; native was found, what the heck does this one do differently?&lt;br /&gt;
==Syntax==&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;javascript&amp;quot;&amp;gt;mp.game.graphics.drawScaleformMovie3dNonAdditive(scaleform, posX, posY, posZ, rotX, rotY, rotZ, p7, p8, p9, scaleX, scaleY, scaleZ, p13);&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
=== Required Arguments ===&lt;br /&gt;
*&#039;&#039;&#039;scaleform:&#039;&#039;&#039; int&lt;br /&gt;
*&#039;&#039;&#039;posX:&#039;&#039;&#039; float&lt;br /&gt;
*&#039;&#039;&#039;posY:&#039;&#039;&#039; float&lt;br /&gt;
*&#039;&#039;&#039;posZ:&#039;&#039;&#039; float&lt;br /&gt;
*&#039;&#039;&#039;rotX:&#039;&#039;&#039; float&lt;br /&gt;
*&#039;&#039;&#039;rotY:&#039;&#039;&#039; float&lt;br /&gt;
*&#039;&#039;&#039;rotZ:&#039;&#039;&#039; float&lt;br /&gt;
*&#039;&#039;&#039;p7:&#039;&#039;&#039; float&lt;br /&gt;
*&#039;&#039;&#039;p8:&#039;&#039;&#039; float&lt;br /&gt;
*&#039;&#039;&#039;p9:&#039;&#039;&#039; float&lt;br /&gt;
*&#039;&#039;&#039;scaleX:&#039;&#039;&#039; float&lt;br /&gt;
*&#039;&#039;&#039;scaleY:&#039;&#039;&#039; float&lt;br /&gt;
*&#039;&#039;&#039;scaleZ:&#039;&#039;&#039; float&lt;br /&gt;
*&#039;&#039;&#039;p13:&#039;&#039;&#039; int&lt;br /&gt;
&lt;br /&gt;
===Return value===&lt;br /&gt;
*&#039;&#039;&#039;Undefined&#039;&#039;&#039;&lt;br /&gt;
==Example==&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;javascript&amp;quot;&amp;gt;&lt;br /&gt;
// todo&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
==See also==&lt;br /&gt;
{{Graphics_s_function_c}}&lt;br /&gt;
[[Category:Clientside API]]&lt;br /&gt;
[[Category:TODO: Example]]&lt;/div&gt;</summary>
		<author><name>Modernb</name></author>
	</entry>
	<entry>
		<id>https://wiki.rage.mp/w/index.php?title=Globals::joaat&amp;diff=5701</id>
		<title>Globals::joaat</title>
		<link rel="alternate" type="text/html" href="https://wiki.rage.mp/w/index.php?title=Globals::joaat&amp;diff=5701"/>
		<updated>2017-07-09T23:21:36Z</updated>

		<summary type="html">&lt;p&gt;Modernb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This function generates hashes/arrays of hashes (hash is integer) using strings/arrays of strings. Those hashes could be used to set entity model.&lt;br /&gt;
&lt;br /&gt;
==Syntax==&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;javascript&amp;quot;&amp;gt;&lt;br /&gt;
events.call(eventName, optionalArguments);&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt; &lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;javascript&amp;quot;&amp;gt;&lt;br /&gt;
console.log(mp.joaat(&amp;quot;bati&amp;quot;)); // 4180675781 - server&lt;br /&gt;
console.log(mp.game.joaat([&amp;quot;bati&amp;quot;, &amp;quot;benson&amp;quot;])); // [4180675781, 2053223216] - clientside&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;/div&gt;</summary>
		<author><name>Modernb</name></author>
	</entry>
	<entry>
		<id>https://wiki.rage.mp/w/index.php?title=Globals::joaat&amp;diff=5700</id>
		<title>Globals::joaat</title>
		<link rel="alternate" type="text/html" href="https://wiki.rage.mp/w/index.php?title=Globals::joaat&amp;diff=5700"/>
		<updated>2017-07-09T23:20:45Z</updated>

		<summary type="html">&lt;p&gt;Modernb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This function generates hashes/arrays of hashes (hash is integer) using strings/arrays of strings. Those hashes could be used to set entity model.&lt;br /&gt;
&lt;br /&gt;
==Syntax==&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;javascript&amp;quot;&amp;gt;&lt;br /&gt;
events.call(eventName, optionalArguments);&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt; &lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;javascript&amp;quot;&amp;gt;&lt;br /&gt;
console.log(mp.game.joaat(&amp;quot;bati&amp;quot;)); // 4180675781&lt;br /&gt;
console.log(mp.game.joaat([&amp;quot;bati&amp;quot;, &amp;quot;benson&amp;quot;])); // [4180675781, 2053223216]&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;/div&gt;</summary>
		<author><name>Modernb</name></author>
	</entry>
	<entry>
		<id>https://wiki.rage.mp/w/index.php?title=Ui::setTextScale&amp;diff=5087</id>
		<title>Ui::setTextScale</title>
		<link rel="alternate" type="text/html" href="https://wiki.rage.mp/w/index.php?title=Ui::setTextScale&amp;diff=5087"/>
		<updated>2017-05-20T14:08:16Z</updated>

		<summary type="html">&lt;p&gt;Modernb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Syntax==&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;javascript&amp;quot;&amp;gt;mp.game.ui.setTextScale(sizex, sizey);&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
=== Required Arguments ===&lt;br /&gt;
*&#039;&#039;&#039;sizex:&#039;&#039;&#039; float&lt;br /&gt;
*&#039;&#039;&#039;sizey:&#039;&#039;&#039; float&lt;br /&gt;
===Return value===&lt;br /&gt;
*&#039;&#039;&#039;Undefined&#039;&#039;&#039;&lt;br /&gt;
==Example==&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;javascript&amp;quot;&amp;gt;&lt;br /&gt;
// todo&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
==See also==&lt;br /&gt;
{{Ui_s_function_c}}&lt;br /&gt;
[[Category:Clientside API]]&lt;br /&gt;
[[Category:TODO: Example]]&lt;/div&gt;</summary>
		<author><name>Modernb</name></author>
	</entry>
	<entry>
		<id>https://wiki.rage.mp/w/index.php?title=Client-side_functions&amp;diff=4738</id>
		<title>Client-side functions</title>
		<link rel="alternate" type="text/html" href="https://wiki.rage.mp/w/index.php?title=Client-side_functions&amp;diff=4738"/>
		<updated>2017-05-06T23:52:23Z</updated>

		<summary type="html">&lt;p&gt;Modernb: /* Cam */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Attention: work is still in progress. There still could be major changes in design of API.&lt;br /&gt;
&lt;br /&gt;
==Event functions==&lt;br /&gt;
{{Event_functions}}&lt;br /&gt;
**[[Events::callRemote]]&lt;br /&gt;
&lt;br /&gt;
==Vector3 functions==&lt;br /&gt;
{{Vector3_functions}}&lt;br /&gt;
&lt;br /&gt;
==Entity (player, vehicle, object) functions==&lt;br /&gt;
{{Entity_function_c}}&lt;br /&gt;
&lt;br /&gt;
==Player functions==&lt;br /&gt;
{{Player_function_c}}&lt;br /&gt;
&lt;br /&gt;
==Vehicle functions==&lt;br /&gt;
{{Vehicle_function_c}}&lt;br /&gt;
&lt;br /&gt;
==Object functions==&lt;br /&gt;
{{Object_function_c}}&lt;br /&gt;
&lt;br /&gt;
==Pickup functions==&lt;br /&gt;
{{Pickup_function_c}}&lt;br /&gt;
&lt;br /&gt;
==Blip functions==&lt;br /&gt;
{{Blip_function_c}}&lt;br /&gt;
&lt;br /&gt;
==Camera functions==&lt;br /&gt;
{{Camera_function_c}}&lt;br /&gt;
&lt;br /&gt;
==Entity pool functions==&lt;br /&gt;
{{EntityPool_function}}&lt;br /&gt;
*Functions:&lt;br /&gt;
**Pool::atHandle&lt;br /&gt;
&lt;br /&gt;
==WebBrowser functions==&lt;br /&gt;
{{WebBrowser_function_c}}&lt;br /&gt;
&lt;br /&gt;
==Key binding functions==&lt;br /&gt;
{{KeyBinding_function_c}}&lt;br /&gt;
&lt;br /&gt;
==UI functions==&lt;br /&gt;
{{UI_function_c}}&lt;br /&gt;
&lt;br /&gt;
==Global functions==&lt;br /&gt;
{{Global_function_c}}&lt;br /&gt;
&lt;br /&gt;
==App==&lt;br /&gt;
**[[App::appGetFloat|App::appGetFloat(property)]]&lt;br /&gt;
**[[App::appSetFloat|App::appSetFloat(property, value)]]&lt;br /&gt;
**[[App::appSetBlock|App::appSetBlock(blockName)]]&lt;br /&gt;
**[[App::appSetString|App::appSetString(property, value)]]&lt;br /&gt;
**[[App::appDeleteAppData|App::appDeleteAppData(appName)]]&lt;br /&gt;
**[[App::appSetInt|App::appSetInt(property, value)]]&lt;br /&gt;
**[[App::appGetString|App::appGetString(property)]]&lt;br /&gt;
**[[App::appHasSyncedData|App::appHasSyncedData(appName)]]&lt;br /&gt;
**[[App::appSetApp|App::appSetApp(appName)]]&lt;br /&gt;
**[[App::appGetInt|App::appGetInt(property)]]&lt;br /&gt;
&lt;br /&gt;
==Audio==&lt;br /&gt;
**[[Audio::startAudioScene|Audio::startAudioScene(sceneName)]]&lt;br /&gt;
**[[Audio::isAmbientZoneEnabled|Audio::isAmbientZoneEnabled(ambientZone)]]&lt;br /&gt;
**[[Audio::getVehicleDefaultHorn|Audio::getVehicleDefaultHorn(veh)]]&lt;br /&gt;
**[[Audio::prepareSynchronizedAudioEventForScene|Audio::prepareSynchronizedAudioEventForScene(p0, p1)]]&lt;br /&gt;
**[[Audio::startAlarm|Audio::startAlarm(alarmName, p2)]]&lt;br /&gt;
**[[Audio::setMobileRadioEnabledDuringGameplay|Audio::setMobileRadioEnabledDuringGameplay(Toggle)]]&lt;br /&gt;
**[[Audio::clearAmbientZoneListState|Audio::clearAmbientZoneListState(p0, p1)]]&lt;br /&gt;
**[[Audio::overrideTrevorRage|Audio::overrideTrevorRage(p0)]]&lt;br /&gt;
**[[Audio::setUserRadioControlEnabled|Audio::setUserRadioControlEnabled(p0)]]&lt;br /&gt;
**[[Audio::setAmbientZoneStatePersistent|Audio::setAmbientZoneStatePersistent(ambientZone, p1, p2)]]&lt;br /&gt;
**[[Audio::prepareMusicEvent|Audio::prepareMusicEvent(eventName)]]&lt;br /&gt;
**[[Audio::loadStream|Audio::loadStream(streamName, soundSet)]]&lt;br /&gt;
**[[Audio::specialFrontendEqual|Audio::specialFrontendEqual(x, y, z)]]&lt;br /&gt;
**[[Audio::clearAmbientZoneState|Audio::clearAmbientZoneState(p0, p1)]]&lt;br /&gt;
**[[Audio::isAlarmPlaying|Audio::isAlarmPlaying(alarmName)]]&lt;br /&gt;
**[[Audio::startScriptPhoneConversation|Audio::startScriptPhoneConversation(p0, p1)]]&lt;br /&gt;
**[[Audio::getNetworkIdFromSoundId|Audio::getNetworkIdFromSoundId(soundId)]]&lt;br /&gt;
**[[Audio::stopAllAlarms|Audio::stopAllAlarms(stop)]]&lt;br /&gt;
**[[Audio::requestScriptAudioBank|Audio::requestScriptAudioBank(p0, p1)]]&lt;br /&gt;
**[[Audio::setVariableOnStream|Audio::setVariableOnStream(p0, p1)]]&lt;br /&gt;
**[[Audio::freezeRadioStation|Audio::freezeRadioStation(radioStation)]]&lt;br /&gt;
**[[Audio::playAmbientSpeechWithVoice|Audio::playAmbientSpeechWithVoice(p0, speechName, voiceName, speechParam, p4)]]&lt;br /&gt;
**[[Audio::releaseSoundId|Audio::releaseSoundId(soundId)]]&lt;br /&gt;
**[[Audio::setAggressiveHorns|Audio::setAggressiveHorns(toggle)]]&lt;br /&gt;
**[[Audio::setStaticEmitterEnabled|Audio::setStaticEmitterEnabled(emitterName, toggle)]]&lt;br /&gt;
**[[Audio::preloadScriptConversation|Audio::preloadScriptConversation(p0, p1, p2, p3)]]&lt;br /&gt;
**[[Audio::setCutsceneAudioOverride|Audio::setCutsceneAudioOverride(p0)]]&lt;br /&gt;
**[[Audio::setGpsActive|Audio::setGpsActive(active)]]&lt;br /&gt;
**[[Audio::loadStreamWithStartOffset|Audio::loadStreamWithStartOffset(streamName, startOffset, soundSet)]]&lt;br /&gt;
**[[Audio::cancelMusicEvent|Audio::cancelMusicEvent(eventName)]]&lt;br /&gt;
**[[Audio::preloadScriptPhoneConversation|Audio::preloadScriptPhoneConversation(p0, p1)]]&lt;br /&gt;
**[[Audio::getNumberOfPassengerVoiceVariations|Audio::getNumberOfPassengerVoiceVariations(p0)]]&lt;br /&gt;
**[[Audio::playSoundFrontend|Audio::playSoundFrontend(soundId, audioName, audioRef, p3)]]&lt;br /&gt;
**[[Audio::startScriptConversation|Audio::startScriptConversation(p0, p1, p2, p3)]]&lt;br /&gt;
**[[Audio::triggerMusicEvent|Audio::triggerMusicEvent(eventName)]]&lt;br /&gt;
**[[Audio::requestMissionAudioBank|Audio::requestMissionAudioBank(p0, p1)]]&lt;br /&gt;
**[[Audio::getSoundIdFromNetworkId|Audio::getSoundIdFromNetworkId(netId)]]&lt;br /&gt;
**[[Audio::releaseNamedScriptAudioBank|Audio::releaseNamedScriptAudioBank(audioBank)]]&lt;br /&gt;
**[[Audio::playSound|Audio::playSound(soundId, audioName, audioRef, p3, p4, p5)]]&lt;br /&gt;
**[[Audio::pauseScriptedConversation|Audio::pauseScriptedConversation(p0)]]&lt;br /&gt;
**[[Audio::setInitialPlayerStation|Audio::setInitialPlayerStation(radioStation)]]&lt;br /&gt;
**[[Audio::playSynchronizedAudioEvent|Audio::playSynchronizedAudioEvent(p0)]]&lt;br /&gt;
**[[Audio::findRadioStationIndex|Audio::findRadioStationIndex(station)]]&lt;br /&gt;
**[[Audio::playSoundFromCoord|Audio::playSoundFromCoord(soundId, audioName, x, y, z, audioRef, p6, p7, p8)]]&lt;br /&gt;
**[[Audio::hintAmbientAudioBank|Audio::hintAmbientAudioBank(p0, p1)]]&lt;br /&gt;
**[[Audio::isAmbientSpeechPlaying|Audio::isAmbientSpeechPlaying(p0)]]&lt;br /&gt;
**[[Audio::stopSynchronizedAudioEvent|Audio::stopSynchronizedAudioEvent(p0)]]&lt;br /&gt;
**[[Audio::setSynchronizedAudioEventPositionThisFrame|Audio::setSynchronizedAudioEventPositionThisFrame(p0, p1)]]&lt;br /&gt;
**[[Audio::addPedToConversation|Audio::addPedToConversation(p0, p1, p2)]]&lt;br /&gt;
**[[Audio::setAmbientZoneListState|Audio::setAmbientZoneListState(p0, p1, p2)]]&lt;br /&gt;
**[[Audio::prepareAlarm|Audio::prepareAlarm(alarmName)]]&lt;br /&gt;
**[[Audio::interruptConversation|Audio::interruptConversation(p0, p1, p2)]]&lt;br /&gt;
**[[Audio::stopAlarm|Audio::stopAlarm(alarmName, toggle)]]&lt;br /&gt;
**[[Audio::stopSound|Audio::stopSound(soundId)]]&lt;br /&gt;
**[[Audio::setRadioToStationIndex|Audio::setRadioToStationIndex(radioStation)]]&lt;br /&gt;
**[[Audio::setEmitterRadioStation|Audio::setEmitterRadioStation(emitterName, radioStation)]]&lt;br /&gt;
**[[Audio::setVariableOnSound|Audio::setVariableOnSound(soundId, p1, p2)]]&lt;br /&gt;
**[[Audio::playMissionCompleteAudio|Audio::playMissionCompleteAudio(audioName)]]&lt;br /&gt;
**[[Audio::unlockMissionNewsStory|Audio::unlockMissionNewsStory(newsStory)]]&lt;br /&gt;
**[[Audio::getRadioStationName|Audio::getRadioStationName(radioStation)]]&lt;br /&gt;
**[[Audio::setRadioTrack|Audio::setRadioTrack(radioStation, radioTrack)]]&lt;br /&gt;
**[[Audio::isAudioSceneActive|Audio::isAudioSceneActive(scene)]]&lt;br /&gt;
**[[Audio::setMicrophonePosition|Audio::setMicrophonePosition(p0, x1, y1, z1, x2, y2, z2, x3, y3, z3)]]&lt;br /&gt;
**[[Audio::stopCurrentPlayingAmbientSpeech|Audio::stopCurrentPlayingAmbientSpeech(p0)]]&lt;br /&gt;
**[[Audio::setAudioFlag|Audio::setAudioFlag(flagName, toggle)]]&lt;br /&gt;
**[[Audio::playPain|Audio::playPain(painID, p1, p2)]]&lt;br /&gt;
**[[Audio::getPlayerHeadsetSoundAlternate|Audio::getPlayerHeadsetSoundAlternate(p0, p1)]]&lt;br /&gt;
**[[Audio::setAmbientZoneState|Audio::setAmbientZoneState(p0, p1, p2)]]&lt;br /&gt;
**[[Audio::setMobilePhoneRadioState|Audio::setMobilePhoneRadioState(state)]]&lt;br /&gt;
**[[Audio::setRadioAutoUnfreeze|Audio::setRadioAutoUnfreeze(p0)]]&lt;br /&gt;
**[[Audio::addLineToConversation|Audio::addLineToConversation(p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, p12)]]&lt;br /&gt;
**[[Audio::setRadioToStationName|Audio::setRadioToStationName(stationName)]]&lt;br /&gt;
**[[Audio::registerScriptWithAudio|Audio::registerScriptWithAudio(p0)]]&lt;br /&gt;
**[[Audio::prepareSynchronizedAudioEvent|Audio::prepareSynchronizedAudioEvent(p0, p1)]]&lt;br /&gt;
**[[Audio::setAnimalMood|Audio::setAnimalMood(p0, p1)]]&lt;br /&gt;
**[[Audio::isScriptedSpeechPlaying|Audio::isScriptedSpeechPlaying(p0)]]&lt;br /&gt;
**[[Audio::playEndCreditsMusic|Audio::playEndCreditsMusic(play)]]&lt;br /&gt;
**[[Audio::stopScriptedConversation|Audio::stopScriptedConversation(p0)]]&lt;br /&gt;
**[[Audio::stopAudioScene|Audio::stopAudioScene(scene)]]&lt;br /&gt;
**[[Audio::playPoliceReport|Audio::playPoliceReport(name, p1)]]&lt;br /&gt;
**[[Audio::playSoundFromEntity|Audio::playSoundFromEntity(soundId, audioName, entity, audioRef, p4, p5)]]&lt;br /&gt;
**[[Audio::setPlayerAngry|Audio::setPlayerAngry(playerPed, disabled)]]&lt;br /&gt;
**[[Audio::playStreamFromObject|Audio::playStreamFromObject(object)]]&lt;br /&gt;
**[[Audio::playAmbientSpeechAtCoords|Audio::playAmbientSpeechAtCoords(p0, p1, p2, p3, p4, p5)]]&lt;br /&gt;
**[[Audio::setAudioSceneVariable|Audio::setAudioSceneVariable(p0, p1, p2)]]&lt;br /&gt;
**[[Audio::overrideUnderwaterStream|Audio::overrideUnderwaterStream(p0, p1)]]&lt;br /&gt;
**[[Audio::setAmbientZoneListStatePersistent|Audio::setAmbientZoneListStatePersistent(ambientZone, p1, p2)]]&lt;br /&gt;
**[[Audio::resetPedAudioFlags|Audio::resetPedAudioFlags(p0)]]&lt;br /&gt;
**[[Audio::setFrontendRadioActive|Audio::setFrontendRadioActive(active)]]&lt;br /&gt;
**[[Audio::playPedRingtone|Audio::playPedRingtone(ringtoneName, ped, p2)]]&lt;br /&gt;
**[[Audio::hintScriptAudioBank|Audio::hintScriptAudioBank(p0, p1)]]&lt;br /&gt;
**[[Audio::unfreezeRadioStation|Audio::unfreezeRadioStation(radioStation)]]&lt;br /&gt;
**[[Audio::hasSoundFinished|Audio::hasSoundFinished(soundId)]]&lt;br /&gt;
**[[Audio::requestAmbientAudioBank|Audio::requestAmbientAudioBank(p0, p1)]]&lt;br /&gt;
&lt;br /&gt;
==Brain==&lt;br /&gt;
**[[Brain::registerObjectScriptBrain|Brain::registerObjectScriptBrain(scriptName, p1, p2, p3, p4, p5)]]&lt;br /&gt;
**[[Brain::disableScriptBrainSet|Brain::disableScriptBrainSet(brainSet)]]&lt;br /&gt;
**[[Brain::registerWorldPointScriptBrain|Brain::registerWorldPointScriptBrain(p0, p1, p2)]]&lt;br /&gt;
**[[Brain::addScriptToRandomPed|Brain::addScriptToRandomPed(name, model, p2, p3)]]&lt;br /&gt;
**[[Brain::enableScriptBrainSet|Brain::enableScriptBrainSet(brainSet)]]&lt;br /&gt;
**[[Brain::isObjectWithinBrainActivationRange|Brain::isObjectWithinBrainActivationRange(object)]]&lt;br /&gt;
&lt;br /&gt;
==Cam==&lt;br /&gt;
**[[Cam::isCamSplinePaused|Cam::isCamSplinePaused(p0)]]&lt;br /&gt;
**[[Cam::renderScriptCams|Cam::renderScriptCams(render:&amp;lt;font color=&amp;quot;#4699cc&amp;quot;&amp;gt;Boolean&amp;lt;/font&amp;gt;, ease:&amp;lt;font color=&amp;quot;#4699cc&amp;quot;&amp;gt;Boolean&amp;lt;/font&amp;gt;, easeTime:&amp;lt;font color=&amp;quot;#4699cc&amp;quot;&amp;gt;int&amp;lt;/font&amp;gt;, p3:&amp;lt;font color=&amp;quot;#4699cc&amp;quot;&amp;gt;Boolean&amp;lt;/font&amp;gt;, p4:&amp;lt;font color=&amp;quot;#4699cc&amp;quot;&amp;gt;Boolean&amp;lt;/font&amp;gt;)]]&lt;br /&gt;
**[[Cam::stopGameplayCamShaking|Cam::stopGameplayCamShaking(p0)]]&lt;br /&gt;
**[[Cam::setGameplayCamRawYaw|Cam::setGameplayCamRawYaw(yaw)]]&lt;br /&gt;
**[[Cam::setCamSplineDuration|Cam::setCamSplineDuration(cam, timeDuration)]]&lt;br /&gt;
**[[Cam::setGameplayEntityHint|Cam::setGameplayEntityHint(p0, p1, p2, p3, p4, p5, p6, p7, p8)]]&lt;br /&gt;
**[[Cam::setFollowVehicleCamZoomLevel|Cam::setFollowVehicleCamZoomLevel(zoomLevel)]]&lt;br /&gt;
**[[Cam::stopCinematicCamShaking|Cam::stopCinematicCamShaking(p0)]]&lt;br /&gt;
**[[Cam::setCamSplinePhase|Cam::setCamSplinePhase(cam, p1)]]&lt;br /&gt;
**[[Cam::setGameplayPedHint|Cam::setGameplayPedHint(p0, x1, y1, z1, p4, p5, p6, p7)]]&lt;br /&gt;
**[[Cam::overrideCamSplineVelocity|Cam::overrideCamSplineVelocity(cam, p1, p2, p3)]]&lt;br /&gt;
**[[Cam::setFollowPedCamCutsceneChat|Cam::setFollowPedCamCutsceneChat(p0, p1)]]&lt;br /&gt;
**[[Cam::setGameplayHintFov|Cam::setGameplayHintFov(FOV)]]&lt;br /&gt;
**[[Cam::setCinematicButtonActive|Cam::setCinematicButtonActive(p0)]]&lt;br /&gt;
**[[Cam::setFollowPedCamViewMode|Cam::setFollowPedCamViewMode(viewMode)]]&lt;br /&gt;
**[[Cam::getGameplayCamRot|Cam::getGameplayCamRot(p0)]]&lt;br /&gt;
**[[Cam::createCamera|Cam::createCamera(camHash, p1)]]&lt;br /&gt;
**[[Cam::createCameraWithParams|Cam::createCameraWithParams(camHash, posX, posY, posZ, rotX, rotY, rotZ, fov, p8, p9)]]&lt;br /&gt;
**[[Cam::setGameplayCamRelativePitch|Cam::setGameplayCamRelativePitch(x, Value2)]]&lt;br /&gt;
**[[Cam::createCinematicShot|Cam::createCinematicShot(p0, p1, p2, entity)]]&lt;br /&gt;
**[[Cam::setGameplayCamRawPitch|Cam::setGameplayCamRawPitch(pitch)]]&lt;br /&gt;
**[[Cam::stopCinematicShot|Cam::stopCinematicShot(p0)]]&lt;br /&gt;
**[[Cam::overrideCamSplineMotionBlur|Cam::overrideCamSplineMotionBlur(p0, p1, p2, p3)]]&lt;br /&gt;
**[[Cam::setCamEffect|Cam::setCamEffect(p0)]]&lt;br /&gt;
**[[Cam::getGameplayCamRot|Cam::getGameplayCamRot(p0)]]&lt;br /&gt;
**[[Cam::setGameplayObjectHint|Cam::setGameplayObjectHint(p0, p1, p2, p3, p4, p5, p6, p7)]]&lt;br /&gt;
**[[Cam::addCamSplineNode|Cam::addCamSplineNode(camera, x, y, z, xRot, yRot, zRot, length, p8, p9)]]&lt;br /&gt;
**[[Cam::doScreenFadeOut|Cam::doScreenFadeOut(duration)]]&lt;br /&gt;
**[[Cam::destroyAllCams|Cam::destroyAllCams(destroy)]]&lt;br /&gt;
**[[Cam::clampGameplayCamYaw|Cam::clampGameplayCamYaw(minimum, maximum)]]&lt;br /&gt;
**[[Cam::setTimeIdleDrop|Cam::setTimeIdleDrop(p0, p1)]]&lt;br /&gt;
**[[Cam::setGameplayVehicleHint|Cam::setGameplayVehicleHint(p0, p1, p2, p3, p4, p5, p6, p7)]]&lt;br /&gt;
**[[Cam::clampGameplayCamPitch|Cam::clampGameplayCamPitch(minimum, maximum)]]&lt;br /&gt;
**[[Cam::setGameplayCamShakeAmplitude|Cam::setGameplayCamShakeAmplitude(amplitude)]]&lt;br /&gt;
**[[Cam::setFollowVehicleCamViewMode|Cam::setFollowVehicleCamViewMode(viewMode)]]&lt;br /&gt;
**[[Cam::getCamSplineNodeIndex|Cam::getCamSplineNodeIndex(cam)]]&lt;br /&gt;
**[[Cam::setGameplayCamRelativeHeading|Cam::setGameplayCamRelativeHeading(heading)]]&lt;br /&gt;
**[[Cam::createCamWithParams|Cam::createCamWithParams(camName, posX, posY, posZ, rotX, rotY, rotZ, fov, p8, p9)]]&lt;br /&gt;
**[[Cam::createCam|Cam::createCam(camName, p1)]]&lt;br /&gt;
**[[Cam::setCinematicCamShakeAmplitude|Cam::setCinematicCamShakeAmplitude(p0)]]&lt;br /&gt;
**[[Cam::isCinematicShotActive|Cam::isCinematicShotActive(p0)]]&lt;br /&gt;
**[[Cam::doScreenFadeIn|Cam::doScreenFadeIn(duration)]]&lt;br /&gt;
**[[Cam::setGameplayCoordHint|Cam::setGameplayCoordHint(p0, p1, p2, p3, p4, p5, p6)]]&lt;br /&gt;
**[[Cam::getCamSplineNodePhase|Cam::getCamSplineNodePhase(p0)]]&lt;br /&gt;
**[[Cam::setWidescreenBorders|Cam::setWidescreenBorders(p0, p1)]]&lt;br /&gt;
**[[Cam::shakeCinematicCam|Cam::shakeCinematicCam(p0, p1)]]&lt;br /&gt;
**[[Cam::setCinematicModeActive|Cam::setCinematicModeActive(p0)]]&lt;br /&gt;
**[[Cam::animateGameplayCamZoom|Cam::animateGameplayCamZoom(p0, distance)]]&lt;br /&gt;
**[[Cam::playSynchronizedCamAnim|Cam::playSynchronizedCamAnim(p0, p1, animName, animDictionary)]]&lt;br /&gt;
**[[Cam::isSphereVisible|Cam::isSphereVisible(x, y, z, radius)]]&lt;br /&gt;
**[[Cam::getIsMultiplayerBrief|Cam::getIsMultiplayerBrief(p0)]]&lt;br /&gt;
**[[Cam::stopGameplayHint|Cam::stopGameplayHint(p0)]]&lt;br /&gt;
**[[Cam::shakeGameplayCam|Cam::shakeGameplayCam(shakeName, intensity)]]&lt;br /&gt;
&lt;br /&gt;
==Controls==&lt;br /&gt;
**[[Controls::getControlActionName|Controls::getControlActionName(inputGroup, control, p2)]]&lt;br /&gt;
**[[Controls::getDisabledControlNormal|Controls::getDisabledControlNormal(inputGroup, control)]]&lt;br /&gt;
**[[Controls::isInputJustDisabled|Controls::isInputJustDisabled(inputGroup)]]&lt;br /&gt;
**[[Controls::isControlEnabled|Controls::isControlEnabled(inputGroup, control)]]&lt;br /&gt;
**[[Controls::isDisabledControlJustReleased|Controls::isDisabledControlJustReleased(inputGroup, control)]]&lt;br /&gt;
**[[Controls::enableControlAction|Controls::enableControlAction(inputGroup, control, enable)]]&lt;br /&gt;
**[[Controls::stopPadShake|Controls::stopPadShake(p0)]]&lt;br /&gt;
**[[Controls::setPadShake|Controls::setPadShake(p0, duration, frequency)]]&lt;br /&gt;
**[[Controls::isControlJustReleased|Controls::isControlJustReleased(inputGroup, control)]]&lt;br /&gt;
**[[Controls::isControlJustPressed|Controls::isControlJustPressed(inputGroup, control)]]&lt;br /&gt;
**[[Controls::disableAllControlActions|Controls::disableAllControlActions(inputGroup)]]&lt;br /&gt;
**[[Controls::isControlReleased|Controls::isControlReleased(inputGroup, control)]]&lt;br /&gt;
**[[Controls::setPlayerpadShakesWhenControllerDisabled|Controls::setPlayerpadShakesWhenControllerDisabled(toggle)]]&lt;br /&gt;
**[[Controls::isDisabledControlJustPressed|Controls::isDisabledControlJustPressed(inputGroup, control)]]&lt;br /&gt;
**[[Controls::isInputDisabled|Controls::isInputDisabled(inputGroup)]]&lt;br /&gt;
**[[Controls::enableAllControlActions|Controls::enableAllControlActions(inputGroup)]]&lt;br /&gt;
**[[Controls::getControlValue|Controls::getControlValue(inputGroup, control)]]&lt;br /&gt;
**[[Controls::isDisabledControlPressed|Controls::isDisabledControlPressed(inputGroup, control)]]&lt;br /&gt;
**[[Controls::setControlNormal|Controls::setControlNormal(inputGroup, control, amount)]]&lt;br /&gt;
**[[Controls::getControlNormal|Controls::getControlNormal(inputGroup, control)]]&lt;br /&gt;
**[[Controls::setInputExclusive|Controls::setInputExclusive(inputGroup, control)]]&lt;br /&gt;
**[[Controls::isControlPressed|Controls::isControlPressed(inputGroup, control)]]&lt;br /&gt;
**[[Controls::disableControlAction|Controls::disableControlAction(inputGroup, control, disable)]]&lt;br /&gt;
&lt;br /&gt;
==Cutscene==&lt;br /&gt;
**[[Cutscene::setCutscenePedPropVariation|Cutscene::setCutscenePedPropVariation(cutsceneEntName, p1, p2, p3, modelHash)]]&lt;br /&gt;
**[[Cutscene::getEntityIndexOfCutsceneEntity|Cutscene::getEntityIndexOfCutsceneEntity(cutsceneEntName, modelHash)]]&lt;br /&gt;
**[[Cutscene::startCutscene|Cutscene::startCutscene(p0)]]&lt;br /&gt;
**[[Cutscene::startCutsceneAtCoords|Cutscene::startCutsceneAtCoords(x, y, z, p3)]]&lt;br /&gt;
**[[Cutscene::hasThisCutsceneLoaded|Cutscene::hasThisCutsceneLoaded(cutsceneName)]]&lt;br /&gt;
**[[Cutscene::doesCutsceneEntityExist|Cutscene::doesCutsceneEntityExist(cutsceneEntName, modelHash)]]&lt;br /&gt;
**[[Cutscene::canSetExitStateForRegisteredEntity|Cutscene::canSetExitStateForRegisteredEntity(cutsceneEntName, modelHash)]]&lt;br /&gt;
**[[Cutscene::canSetEnterStateForRegisteredEntity|Cutscene::canSetEnterStateForRegisteredEntity(cutsceneEntName, modelHash)]]&lt;br /&gt;
**[[Cutscene::requestCutscene|Cutscene::requestCutscene(cutsceneName, p1)]]&lt;br /&gt;
**[[Cutscene::setCutsceneFadeValues|Cutscene::setCutsceneFadeValues(p0, p1, p2, p3)]]&lt;br /&gt;
**[[Cutscene::setCutsceneTriggerArea|Cutscene::setCutsceneTriggerArea(p0, p1, p2, p3, p4, p5)]]&lt;br /&gt;
**[[Cutscene::canSetExitStateForCamera|Cutscene::canSetExitStateForCamera(p0)]]&lt;br /&gt;
**[[Cutscene::setCutsceneOrigin|Cutscene::setCutsceneOrigin(p0, p1, p2, p3, p4)]]&lt;br /&gt;
**[[Cutscene::setCutscenePedComponentVariation|Cutscene::setCutscenePedComponentVariation(cutsceneEntName, p1, p2, p3, modelHash)]]&lt;br /&gt;
**[[Cutscene::getEntityIndexOfRegisteredEntity|Cutscene::getEntityIndexOfRegisteredEntity(cutsceneEntName, modelHash)]]&lt;br /&gt;
**[[Cutscene::requestCutscene2|Cutscene::requestCutscene2(cutsceneName, p1, p2)]]&lt;br /&gt;
**[[Cutscene::stopCutscene|Cutscene::stopCutscene(p0)]]&lt;br /&gt;
**[[Cutscene::registerEntityForCutscene|Cutscene::registerEntityForCutscene(cutscenePed, cutsceneEntName, p2, modelHash, p4)]]&lt;br /&gt;
&lt;br /&gt;
==Datafile==&lt;br /&gt;
**[[Datafile::objectValueGetType|Datafile::objectValueGetType(objectData, key)]]&lt;br /&gt;
**[[Datafile::arrayValueGetSize|Datafile::arrayValueGetSize(arrayData)]]&lt;br /&gt;
**[[Datafile::objectValueGetFloat|Datafile::objectValueGetFloat(objectData, key)]]&lt;br /&gt;
**[[Datafile::objectValueGetBoolean|Datafile::objectValueGetBoolean(objectData, key)]]&lt;br /&gt;
**[[Datafile::arrayValueAddString|Datafile::arrayValueAddString(arrayData, value)]]&lt;br /&gt;
**[[Datafile::objectValueAddBoolean|Datafile::objectValueAddBoolean(objectData, key, value)]]&lt;br /&gt;
**[[Datafile::arrayValueGetType|Datafile::arrayValueGetType(arrayData, arrayIndex)]]&lt;br /&gt;
**[[Datafile::objectValueGetString|Datafile::objectValueGetString(objectData, key)]]&lt;br /&gt;
**[[Datafile::arrayValueGetInteger|Datafile::arrayValueGetInteger(arrayData, arrayIndex)]]&lt;br /&gt;
**[[Datafile::arrayValueAddVector3|Datafile::arrayValueAddVector3(arrayData, valueX, valueY, valueZ)]]&lt;br /&gt;
**[[Datafile::objectValueGetVector3|Datafile::objectValueGetVector3(objectData, key)]]&lt;br /&gt;
**[[Datafile::objectValueAddVector3|Datafile::objectValueAddVector3(objectData, key, valueX, valueY, valueZ)]]&lt;br /&gt;
**[[Datafile::arrayValueGetBoolean|Datafile::arrayValueGetBoolean(arrayData, arrayIndex)]]&lt;br /&gt;
**[[Datafile::arrayValueAddFloat|Datafile::arrayValueAddFloat(arrayData, value)]]&lt;br /&gt;
**[[Datafile::objectValueAddArray|Datafile::objectValueAddArray(objectData, key)]]&lt;br /&gt;
**[[Datafile::arrayValueAddObject|Datafile::arrayValueAddObject(arrayData)]]&lt;br /&gt;
**[[Datafile::objectValueGetInteger|Datafile::objectValueGetInteger(objectData, key)]]&lt;br /&gt;
**[[Datafile::objectValueGetArray|Datafile::objectValueGetArray(objectData, key)]]&lt;br /&gt;
**[[Datafile::arrayValueGetObject|Datafile::arrayValueGetObject(arrayData, arrayIndex)]]&lt;br /&gt;
**[[Datafile::arrayValueGetVector3|Datafile::arrayValueGetVector3(arrayData, arrayIndex)]]&lt;br /&gt;
**[[Datafile::objectValueAddString|Datafile::objectValueAddString(objectData, key, value)]]&lt;br /&gt;
**[[Datafile::objectValueAddObject|Datafile::objectValueAddObject(objectData, key)]]&lt;br /&gt;
**[[Datafile::objectValueGetObject|Datafile::objectValueGetObject(objectData, key)]]&lt;br /&gt;
**[[Datafile::arrayValueGetFloat|Datafile::arrayValueGetFloat(arrayData, arrayIndex)]]&lt;br /&gt;
**[[Datafile::objectValueAddFloat|Datafile::objectValueAddFloat(objectData, key, value)]]&lt;br /&gt;
**[[Datafile::loadUgcFile|Datafile::loadUgcFile(filename)]]&lt;br /&gt;
**[[Datafile::arrayValueAddInteger|Datafile::arrayValueAddInteger(arrayData, value)]]&lt;br /&gt;
**[[Datafile::arrayValueGetString|Datafile::arrayValueGetString(arrayData, arrayIndex)]]&lt;br /&gt;
**[[Datafile::objectValueAddInteger|Datafile::objectValueAddInteger(objectData, key, value)]]&lt;br /&gt;
**[[Datafile::arrayValueAddBoolean|Datafile::arrayValueAddBoolean(arrayData, value)]]&lt;br /&gt;
&lt;br /&gt;
==Decisionevent==&lt;br /&gt;
**[[Decisionevent::isShockingEventInSphere|Decisionevent::isShockingEventInSphere(type, x, y, z, radius)]]&lt;br /&gt;
**[[Decisionevent::removeShockingEvent|Decisionevent::removeShockingEvent(event)]]&lt;br /&gt;
**[[Decisionevent::suppressShockingEventTypeNextFrame|Decisionevent::suppressShockingEventTypeNextFrame(type)]]&lt;br /&gt;
**[[Decisionevent::clearDecisionMakerEventResponse|Decisionevent::clearDecisionMakerEventResponse(name, type)]]&lt;br /&gt;
**[[Decisionevent::addShockingEventForEntity|Decisionevent::addShockingEventForEntity(type, entity, duration)]]&lt;br /&gt;
**[[Decisionevent::unblockDecisionMakerEvent|Decisionevent::unblockDecisionMakerEvent(name, type)]]&lt;br /&gt;
**[[Decisionevent::addShockingEventAtPosition|Decisionevent::addShockingEventAtPosition(type, x, y, z, duration)]]&lt;br /&gt;
**[[Decisionevent::blockDecisionMakerEvent|Decisionevent::blockDecisionMakerEvent(name, type)]]&lt;br /&gt;
**[[Decisionevent::removeAllShockingEvents|Decisionevent::removeAllShockingEvents(p0)]]&lt;br /&gt;
&lt;br /&gt;
==Decorator==&lt;br /&gt;
**[[Decorator::decorIsRegisteredAsType|Decorator::decorIsRegisteredAsType(propertyName, type)]]&lt;br /&gt;
**[[Decorator::decorRegister|Decorator::decorRegister(propertyName, type)]]&lt;br /&gt;
&lt;br /&gt;
==Dlc1==&lt;br /&gt;
**[[Dlc1::getPropFromOutfit|Dlc1::getPropFromOutfit(outfit, slot, item)]]&lt;br /&gt;
**[[Dlc1::initShopPedComponent|Dlc1::initShopPedComponent(outComponent)]]&lt;br /&gt;
**[[Dlc1::getShopPedQueryComponent|Dlc1::getShopPedQueryComponent(componentId, outComponent)]]&lt;br /&gt;
**[[Dlc1::getDlcVehicleData|Dlc1::getDlcVehicleData(dlcVehicleIndex, outData)]]&lt;br /&gt;
**[[Dlc1::getNumDlcWeaponComponents|Dlc1::getNumDlcWeaponComponents(dlcWeaponIndex)]]&lt;br /&gt;
**[[Dlc1::getDlcVehicleFlags|Dlc1::getDlcVehicleFlags(p0)]]&lt;br /&gt;
**[[Dlc1::getForcedComponent|Dlc1::getForcedComponent(componentHash, componentId, p2, p3, p4)]]&lt;br /&gt;
**[[Dlc1::getDlcWeaponComponentData|Dlc1::getDlcWeaponComponentData(p0, p1, ComponentDataPtr)]]&lt;br /&gt;
**[[Dlc1::getShopPedQueryOutfit|Dlc1::getShopPedQueryOutfit(p0, outfit)]]&lt;br /&gt;
**[[Dlc1::getVariantComponent|Dlc1::getVariantComponent(componentHash, componentId, p2, p3, p4)]]&lt;br /&gt;
**[[Dlc1::getShopPedComponent|Dlc1::getShopPedComponent(p0, p1)]]&lt;br /&gt;
**[[Dlc1::getDlcWeaponData|Dlc1::getDlcWeaponData(dlcWeaponIndex, outData)]]&lt;br /&gt;
**[[Dlc1::getNumPropsFromOutfit|Dlc1::getNumPropsFromOutfit(character, p1, p2, p3, p4, componentId)]]&lt;br /&gt;
**[[Dlc1::getShopPedOutfit|Dlc1::getShopPedOutfit(p0, p1)]]&lt;br /&gt;
**[[Dlc1::getNumForcedComponents|Dlc1::getNumForcedComponents(componentHash)]]&lt;br /&gt;
**[[Dlc1::isDlcDataEmpty|Dlc1::isDlcDataEmpty(dlcData)]]&lt;br /&gt;
**[[Dlc1::getShopPedQueryProp|Dlc1::getShopPedQueryProp(p0, p1)]]&lt;br /&gt;
**[[Dlc1::initShopPedProp|Dlc1::initShopPedProp(outProp)]]&lt;br /&gt;
**[[Dlc1::getDlcVehicleModel|Dlc1::getDlcVehicleModel(dlcVehicleIndex)]]&lt;br /&gt;
&lt;br /&gt;
==Dlc2==&lt;br /&gt;
**[[Dlc2::nullify|Dlc2::nullify(variable, unused)]]&lt;br /&gt;
**[[Dlc2::isDlcPresent|Dlc2::isDlcPresent(DlcHash)]]&lt;br /&gt;
&lt;br /&gt;
==Entity==&lt;br /&gt;
**[[Entity::removeModelSwap|Entity::removeModelSwap(x, y, z, radius, originalModel, newModel, p6)]]&lt;br /&gt;
**[[Entity::findAnimEventPhase|Entity::findAnimEventPhase(animDictionary, animName, p2, p3, p4)]]&lt;br /&gt;
**[[Entity::stopSynchronizedMapEntityAnim|Entity::stopSynchronizedMapEntityAnim(p0, p1, p2, p3, p4, p5)]]&lt;br /&gt;
**[[Entity::createForcedObject|Entity::createForcedObject(x, y, z, p3, modelHash, p5)]]&lt;br /&gt;
**[[Entity::createModelHideExcludingScriptObjects|Entity::createModelHideExcludingScriptObjects(x, y, z, radius, model, p5)]]&lt;br /&gt;
**[[Entity::setObjectAsNoLongerNeeded|Entity::setObjectAsNoLongerNeeded(object)]]&lt;br /&gt;
**[[Entity::removeForcedObject|Entity::removeForcedObject(p0, p1, p2, p3, p4)]]&lt;br /&gt;
**[[Entity::isAnEntity|Entity::isAnEntity(handle)]]&lt;br /&gt;
**[[Entity::createModelHide|Entity::createModelHide(x, y, z, radius, model, p5)]]&lt;br /&gt;
**[[Entity::createModelSwap|Entity::createModelSwap(x, y, z, radius, originalModel, newModel, p6)]]&lt;br /&gt;
**[[Entity::playSynchronizedMapEntityAnim|Entity::playSynchronizedMapEntityAnim(p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11)]]&lt;br /&gt;
**[[Entity::removeModelHide|Entity::removeModelHide(p0, p1, p2, p3, p4, p5)]]&lt;br /&gt;
**[[Entity::wouldEntityBeOccluded|Entity::wouldEntityBeOccluded(hash, x, y, z, p4)]]&lt;br /&gt;
**[[Entity::getEntityAnimDuration|Entity::getEntityAnimDuration(animDict, animName)]]&lt;br /&gt;
&lt;br /&gt;
==Fire==&lt;br /&gt;
**[[Fire::stopFireInRange|Fire::stopFireInRange(x, y, z, radius)]]&lt;br /&gt;
**[[Fire::getPedInsideExplosionArea|Fire::getPedInsideExplosionArea(explosionType, x1, y1, z1, x2, y2, z2, radius)]]&lt;br /&gt;
**[[Fire::isExplosionInArea|Fire::isExplosionInArea(explosionType, x1, y1, z1, x2, y2, z2)]]&lt;br /&gt;
**[[Fire::getClosestFirePos|Fire::getClosestFirePos(outPosition, x, y, z)]]&lt;br /&gt;
**[[Fire::addSpecfxExplosion|Fire::addSpecfxExplosion(x, y, z, explosionType, explosionFx, damageScale, isAudible, isInvisible, cameraShake)]]&lt;br /&gt;
**[[Fire::getNumberOfFiresInRange|Fire::getNumberOfFiresInRange(x, y, z, radius)]]&lt;br /&gt;
**[[Fire::startScriptFire|Fire::startScriptFire(X, Y, Z, maxChildren, isGasFire)]]&lt;br /&gt;
**[[Fire::removeScriptFire|Fire::removeScriptFire(fireHandle)]]&lt;br /&gt;
**[[Fire::isExplosionInAngledArea|Fire::isExplosionInAngledArea(explosionType, x1, y1, z1, x2, y2, z2, angle)]]&lt;br /&gt;
**[[Fire::isExplosionInSphere|Fire::isExplosionInSphere(explosionType, x, y, z, radius)]]&lt;br /&gt;
**[[Fire::addExplosion|Fire::addExplosion(x, y, z, explosionType, damageScale, isAudible, isInvisible, cameraShake)]]&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
**[[Gameplay::displayOnscreenKeyboard|Gameplay::displayOnscreenKeyboard(p0, windowTitle, p2, defaultText, defaultConcat1, defaultConcat2, defaultConcat3, maxInputLength)]]&lt;br /&gt;
**[[Gameplay::clearAreaOfVehicles|Gameplay::clearAreaOfVehicles(x, y, z, radius, p4, p5, p6, p7, p8)]]&lt;br /&gt;
**[[Gameplay::getModelDimensions|Gameplay::getModelDimensions(modelHash, minimum, maximum)]]&lt;br /&gt;
**[[Gameplay::clearAreaOfCops|Gameplay::clearAreaOfCops(x, y, z, radius, flags)]]&lt;br /&gt;
**[[Gameplay::createIncidentWithEntity|Gameplay::createIncidentWithEntity(p0, p1, p2, p3, outIncident)]]&lt;br /&gt;
**[[Gameplay::hasButtonCombinationJustBeenEntered|Gameplay::hasButtonCombinationJustBeenEntered(hash, amount)]]&lt;br /&gt;
**[[Gameplay::clearAreaOfProjectiles|Gameplay::clearAreaOfProjectiles(x, y, z, radius, flags)]]&lt;br /&gt;
**[[Gameplay::areStringsEqual|Gameplay::areStringsEqual(string1, string2)]]&lt;br /&gt;
**[[Gameplay::registerEnumToSave|Gameplay::registerEnumToSave(p0, name)]]&lt;br /&gt;
**[[Gameplay::overrideSaveHouse|Gameplay::overrideSaveHouse(p0, p1, p2, p3, p4, p5, p6, p7)]]&lt;br /&gt;
**[[Gameplay::setFireAmmoThisFrame|Gameplay::setFireAmmoThisFrame()]]&lt;br /&gt;
**[[Gameplay::clearAngledAreaOfVehicles|Gameplay::clearAngledAreaOfVehicles(p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11)]]&lt;br /&gt;
**[[Gameplay::setFakeWantedLevel|Gameplay::setFakeWantedLevel(fakeWantedLevel)]]&lt;br /&gt;
**[[Gameplay::getAngleBetween2dVectors|Gameplay::getAngleBetween2dVectors(x1, y1, x2, y2)]]&lt;br /&gt;
**[[Gameplay::setMinigameInProgress|Gameplay::setMinigameInProgress(toggle)]]&lt;br /&gt;
**[[Gameplay::isBulletInAngledArea|Gameplay::isBulletInAngledArea(p0, p1, p2, p3, p4, p5, p6, p7)]]&lt;br /&gt;
**[[Gameplay::addStuntJump|Gameplay::addStuntJump(p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, p12, p13, p14, p15, p16)]]&lt;br /&gt;
**[[Gameplay::acos|Gameplay::acos(p0)]]&lt;br /&gt;
**[[Gameplay::setTimeScale|Gameplay::setTimeScale(time)]]&lt;br /&gt;
**[[Gameplay::setFadeOutAfterArrest|Gameplay::setFadeOutAfterArrest(toggle)]]&lt;br /&gt;
**[[Gameplay::compareStrings|Gameplay::compareStrings(str1, str2, matchCase, maxLength)]]&lt;br /&gt;
**[[Gameplay::addHospitalRestart|Gameplay::addHospitalRestart(x, y, z, p3, p4)]]&lt;br /&gt;
**[[Gameplay::ignoreNextRestart|Gameplay::ignoreNextRestart(toggle)]]&lt;br /&gt;
**[[Gameplay::disablePoliceRestart|Gameplay::disablePoliceRestart(policeIndex, toggle)]]&lt;br /&gt;
**[[Gameplay::removeDispatchSpawnBlockingArea|Gameplay::removeDispatchSpawnBlockingArea(p0)]]&lt;br /&gt;
**[[Gameplay::setWeatherTypeNow|Gameplay::setWeatherTypeNow(weatherType)]]&lt;br /&gt;
**[[Gameplay::disableAutomaticRespawn|Gameplay::disableAutomaticRespawn(disableRespawn)]]&lt;br /&gt;
**[[Gameplay::isProjectileTypeInArea|Gameplay::isProjectileTypeInArea(x1, y1, z1, x2, y2, z2, type, p7)]]&lt;br /&gt;
**[[Gameplay::isNextWeatherType|Gameplay::isNextWeatherType(weatherType)]]&lt;br /&gt;
**[[Gameplay::getHeadingFromVector2d|Gameplay::getHeadingFromVector2d(dx, dy)]]&lt;br /&gt;
**[[Gameplay::getRandomFloatInRange|Gameplay::getRandomFloatInRange(startRange, endRange)]]&lt;br /&gt;
**[[Gameplay::registerIntToSave|Gameplay::registerIntToSave(p0, name)]]&lt;br /&gt;
**[[Gameplay::isBulletInArea|Gameplay::isBulletInArea(p0, p1, p2, p3, p4)]]&lt;br /&gt;
**[[Gameplay::createIncident|Gameplay::createIncident(p0, p2, p3, p4, p5, p6, outIncident)]]&lt;br /&gt;
**[[Gameplay::setRandomSeed|Gameplay::setRandomSeed(time)]]&lt;br /&gt;
**[[Gameplay::isPrevWeatherType|Gameplay::isPrevWeatherType(weatherType)]]&lt;br /&gt;
**[[Gameplay::setDispatchTimeBetweenSpawnAttempts|Gameplay::setDispatchTimeBetweenSpawnAttempts(p0, p1)]]&lt;br /&gt;
**[[Gameplay::addPoliceRestart|Gameplay::addPoliceRestart(p0, p1, p2, p3, p4)]]&lt;br /&gt;
**[[Gameplay::setDispatchTimeBetweenSpawnAttemptsMultiplier|Gameplay::setDispatchTimeBetweenSpawnAttemptsMultiplier(p0, p1)]]&lt;br /&gt;
**[[Gameplay::setFadeOutAfterDeath|Gameplay::setFadeOutAfterDeath(toggle)]]&lt;br /&gt;
**[[Gameplay::setSaveHouse|Gameplay::setSaveHouse(p0, p1, p2)]]&lt;br /&gt;
**[[Gameplay::isProjectileInArea|Gameplay::isProjectileInArea(x1, y1, z1, x2, y2, z2, ownedByPlayer)]]&lt;br /&gt;
**[[Gameplay::getBitsInRange|Gameplay::getBitsInRange(var, rangeStart, rangeEnd)]]&lt;br /&gt;
**[[Gameplay::deleteIncident|Gameplay::deleteIncident(incidentId)]]&lt;br /&gt;
**[[Gameplay::hasCheatStringJustBeenEntered|Gameplay::hasCheatStringJustBeenEntered(hash)]]&lt;br /&gt;
**[[Gameplay::setGamePaused|Gameplay::setGamePaused(toggle)]]&lt;br /&gt;
**[[Gameplay::setWeatherTypeTransition|Gameplay::setWeatherTypeTransition(sourceWeather, targetWeather, transitionTime)]]&lt;br /&gt;
**[[Gameplay::setSuperJumpThisFrame|Gameplay::setSuperJumpThisFrame()]]&lt;br /&gt;
**[[Gameplay::stringToInt|Gameplay::stringToInt(string, outInteger)]]&lt;br /&gt;
**[[Gameplay::startSaveArray|Gameplay::startSaveArray(p0, p1, arrayName)]]&lt;br /&gt;
**[[Gameplay::tan|Gameplay::tan(p0)]]&lt;br /&gt;
**[[Gameplay::setRainFxIntensity|Gameplay::setRainFxIntensity(intensity)]]&lt;br /&gt;
**[[Gameplay::findSpawnPointInDirection|Gameplay::findSpawnPointInDirection(x1, y1, z1, x2, y2, z2, distance, spawnPoint)]]&lt;br /&gt;
**[[Gameplay::setDispatchIdealSpawnDistance|Gameplay::setDispatchIdealSpawnDistance(p0)]]&lt;br /&gt;
**[[Gameplay::setWeatherTypePersist|Gameplay::setWeatherTypePersist(weatherType)]]&lt;br /&gt;
**[[Gameplay::absf|Gameplay::absf(value)]]&lt;br /&gt;
**[[Gameplay::setGravityLevel|Gameplay::setGravityLevel(level)]]&lt;br /&gt;
**[[Gameplay::registerFloatToSave|Gameplay::registerFloatToSave(p0, name)]]&lt;br /&gt;
**[[Gameplay::shootSingleBulletBetweenCoords|Gameplay::shootSingleBulletBetweenCoords(x1, y1, z1, x2, y2, z2, damage, p7, weaponHash, ownerPed, isAudible, isInvisible, speed)]]&lt;br /&gt;
**[[Gameplay::atan2|Gameplay::atan2(p0, p1)]]&lt;br /&gt;
**[[Gameplay::setBitsInRange|Gameplay::setBitsInRange(var, rangeStart, rangeEnd, p3)]]&lt;br /&gt;
**[[Gameplay::setBit|Gameplay::setBit(address, offset)]]&lt;br /&gt;
**[[Gameplay::clearAreaOfEverything|Gameplay::clearAreaOfEverything(x, y, z, radius, p4, p5, p6, p7)]]&lt;br /&gt;
**[[Gameplay::setRandomEventFlag|Gameplay::setRandomEventFlag(p0)]]&lt;br /&gt;
**[[Gameplay::hasBulletImpactedInArea|Gameplay::hasBulletImpactedInArea(p0, p1, p2, p3, p4, p5)]]&lt;br /&gt;
**[[Gameplay::enableMpDlcMaps|Gameplay::enableMpDlcMaps(toggle)]]&lt;br /&gt;
**[[Gameplay::terminateAllScriptsWithThisName|Gameplay::terminateAllScriptsWithThisName(scriptName)]]&lt;br /&gt;
**[[Gameplay::setOverrideWeather|Gameplay::setOverrideWeather(weatherType)]]&lt;br /&gt;
**[[Gameplay::disableStuntJumpSet|Gameplay::disableStuntJumpSet(p0)]]&lt;br /&gt;
**[[Gameplay::clearArea|Gameplay::clearArea(X, Y, Z, radius, p4, ignoreCopCars, ignoreObjects, p7)]]&lt;br /&gt;
**[[Gameplay::isAreaOccupied|Gameplay::isAreaOccupied(p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, p12)]]&lt;br /&gt;
**[[Gameplay::setExplosiveAmmoThisFrame|Gameplay::setExplosiveAmmoThisFrame()]]&lt;br /&gt;
**[[Gameplay::isBitSet|Gameplay::isBitSet(address, offset)]]&lt;br /&gt;
**[[Gameplay::startSaveData|Gameplay::startSaveData(p0, p1, p2)]]&lt;br /&gt;
**[[Gameplay::atan|Gameplay::atan(p0)]]&lt;br /&gt;
**[[Gameplay::setThisScriptCanBePaused|Gameplay::setThisScriptCanBePaused(toggle)]]&lt;br /&gt;
**[[Gameplay::setWind|Gameplay::setWind(p0)]]&lt;br /&gt;
**[[Gameplay::isPositionOccupied|Gameplay::isPositionOccupied(p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10)]]&lt;br /&gt;
**[[Gameplay::setCreditsActive|Gameplay::setCreditsActive(toggle)]]&lt;br /&gt;
**[[Gameplay::setThisScriptCanRemoveBlipsCreatedByAnyScript|Gameplay::setThisScriptCanRemoveBlipsCreatedByAnyScript(toggle)]]&lt;br /&gt;
**[[Gameplay::addStuntJumpAngled|Gameplay::addStuntJumpAngled(p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, p12, p13, p14, p15, p16, p17, p18)]]&lt;br /&gt;
**[[Gameplay::clearAreaOfPeds|Gameplay::clearAreaOfPeds(x, y, z, radius, flags)]]&lt;br /&gt;
**[[Gameplay::startSaveStruct|Gameplay::startSaveStruct(p0, p1, structName)]]&lt;br /&gt;
**[[Gameplay::registerSaveHouse|Gameplay::registerSaveHouse(p0, p1, p2, p3, p4, p5, p6)]]&lt;br /&gt;
**[[Gameplay::setMissionFlag|Gameplay::setMissionFlag(toggle)]]&lt;br /&gt;
**[[Gameplay::getProfileSetting|Gameplay::getProfileSetting(profileSetting)]]&lt;br /&gt;
**[[Gameplay::setUnkMapFlag|Gameplay::setUnkMapFlag(flag)]]&lt;br /&gt;
**[[Gameplay::asin|Gameplay::asin(p0)]]&lt;br /&gt;
**[[Gameplay::disableHospitalRestart|Gameplay::disableHospitalRestart(hospitalIndex, toggle)]]&lt;br /&gt;
**[[Gameplay::isIncidentValid|Gameplay::isIncidentValid(incidentId)]]&lt;br /&gt;
**[[Gameplay::registerBoolToSave|Gameplay::registerBoolToSave(p0, name)]]&lt;br /&gt;
**[[Gameplay::getGroundZFor3dCoord|Gameplay::getGroundZFor3dCoord(x, y, z, groundZ, unk)]]&lt;br /&gt;
**[[Gameplay::setSaveMenuActive|Gameplay::setSaveMenuActive(unk)]]&lt;br /&gt;
**[[Gameplay::isStringNullOrEmpty|Gameplay::isStringNullOrEmpty(string)]]&lt;br /&gt;
**[[Gameplay::getHashKey|Gameplay::getHashKey(value)]]&lt;br /&gt;
**[[Gameplay::getRandomIntInRange|Gameplay::getRandomIntInRange(startRange, endRange)]]&lt;br /&gt;
**[[Gameplay::setFadeInAfterDeathArrest|Gameplay::setFadeInAfterDeathArrest(toggle)]]&lt;br /&gt;
**[[Gameplay::enableDispatchService|Gameplay::enableDispatchService(dispatchType, toggle)]]&lt;br /&gt;
**[[Gameplay::deleteStuntJump|Gameplay::deleteStuntJump(p0)]]&lt;br /&gt;
**[[Gameplay::hasBulletImpactedInBox|Gameplay::hasBulletImpactedInBox(p0, p1, p2, p3, p4, p5, p6, p7)]]&lt;br /&gt;
**[[Gameplay::clearAreaOfObjects|Gameplay::clearAreaOfObjects(x, y, z, radius, flags)]]&lt;br /&gt;
**[[Gameplay::isBulletInBox|Gameplay::isBulletInBox(p0, p1, p2, p3, p4, p5, p6)]]&lt;br /&gt;
**[[Gameplay::beginReplayStats|Gameplay::beginReplayStats(p0, p1)]]&lt;br /&gt;
**[[Gameplay::enableStuntJumpSet|Gameplay::enableStuntJumpSet(p0)]]&lt;br /&gt;
**[[Gameplay::isPointObscuredByAMissionEntity|Gameplay::isPointObscuredByAMissionEntity(p0, p1, p2, p3, p4, p5, p6)]]&lt;br /&gt;
**[[Gameplay::clearBit|Gameplay::clearBit(address, offset)]]&lt;br /&gt;
**[[Gameplay::setWindDirection|Gameplay::setWindDirection(direction)]]&lt;br /&gt;
**[[Gameplay::setWeatherTypeNowPersist|Gameplay::setWeatherTypeNowPersist(weatherType)]]&lt;br /&gt;
**[[Gameplay::registerTextLabelToSave|Gameplay::registerTextLabelToSave(p0, name)]]&lt;br /&gt;
**[[Gameplay::setWindSpeed|Gameplay::setWindSpeed(speed)]]&lt;br /&gt;
**[[Gameplay::isProjectileTypeInAngledArea|Gameplay::isProjectileTypeInAngledArea(p0, p1, p2, p3, p4, p5, p6, p7, p8)]]&lt;br /&gt;
**[[Gameplay::absi|Gameplay::absi(value)]]&lt;br /&gt;
**[[Gameplay::usingMissionCreator|Gameplay::usingMissionCreator(toggle)]]&lt;br /&gt;
**[[Gameplay::getDistanceBetweenCoords|Gameplay::getDistanceBetweenCoords(x1, y1, z1, x2, y2, z2, useZ)]]&lt;br /&gt;
**[[Gameplay::isStringNull|Gameplay::isStringNull(string)]]&lt;br /&gt;
**[[Gameplay::getWeatherTypeTransition|Gameplay::getWeatherTypeTransition(p0, p1, progress_or_time)]]&lt;br /&gt;
**[[Gameplay::setFadeInAfterLoad|Gameplay::setFadeInAfterLoad(toggle)]]&lt;br /&gt;
**[[Gameplay::setWeatherTypeOverTime|Gameplay::setWeatherTypeOverTime(weatherType, time)]]&lt;br /&gt;
**[[Gameplay::setCloudHatTransition|Gameplay::setCloudHatTransition(type, transitionTime)]]&lt;br /&gt;
**[[Gameplay::getFreeStackSlotsCount|Gameplay::getFreeStackSlotsCount(stackSize)]]&lt;br /&gt;
**[[Gameplay::isSniperBulletInArea|Gameplay::isSniperBulletInArea(x1, y1, z1, x2, y2, z2)]]&lt;br /&gt;
**[[Gameplay::setExplosiveMeleeThisFrame|Gameplay::setExplosiveMeleeThisFrame()]]&lt;br /&gt;
&lt;br /&gt;
==Graphics==&lt;br /&gt;
**[[Graphics::createCheckpoint|Graphics::createCheckpoint(type, posX1, posY1, posZ1, posX2, posY2, posZ2, radius, colorR, colorG, colorB, alpha, reserved)]]&lt;br /&gt;
**[[Graphics::hasStreamedTextureDictLoaded|Graphics::hasStreamedTextureDictLoaded(textureDict)]]&lt;br /&gt;
**[[Graphics::stopScreenEffect|Graphics::stopScreenEffect(effectName)]]&lt;br /&gt;
**[[Graphics::drawDebugBox|Graphics::drawDebugBox(x1, y1, z1, x2, y2, z2, r, g, b, alpha)]]&lt;br /&gt;
**[[Graphics::setFlash|Graphics::setFlash(p0, p1, fadeIn, duration, fadeOut)]]&lt;br /&gt;
**[[Graphics::loadTvChannel|Graphics::loadTvChannel(tvChannel)]]&lt;br /&gt;
**[[Graphics::hasNamedScaleformMovieLoaded|Graphics::hasNamedScaleformMovieLoaded(scaleformName)]]&lt;br /&gt;
**[[Graphics::startParticleFxNonLoopedOnEntity|Graphics::startParticleFxNonLoopedOnEntity(effectName, entity, offsetX, offsetY, offsetZ, rotX, rotY, rotZ, scale, axisX, axisY, axisZ)]]&lt;br /&gt;
**[[Graphics::drawScaleformMovieFullscreen|Graphics::drawScaleformMovieFullscreen(scaleform, red, green, blue, alpha, unk)]]&lt;br /&gt;
**[[Graphics::startParticleFxNonLoopedOnPedBone|Graphics::startParticleFxNonLoopedOnPedBone(effectName, ped, offsetX, offsetY, offsetZ, rotX, rotY, rotZ, boneIndex, scale, axisX, axisY, axisZ)]]&lt;br /&gt;
**[[Graphics::setTvAudioFrontend|Graphics::setTvAudioFrontend(toggle)]]&lt;br /&gt;
**[[Graphics::requestScaleformMovie|Graphics::requestScaleformMovie(scaleformName)]]&lt;br /&gt;
**[[Graphics::setBlackout|Graphics::setBlackout(enable)]]&lt;br /&gt;
**[[Graphics::setTrackedPointInfo|Graphics::setTrackedPointInfo(point, x, y, z, radius)]]&lt;br /&gt;
**[[Graphics::setDebugLinesAndSpheresDrawingActive|Graphics::setDebugLinesAndSpheresDrawingActive(enabled)]]&lt;br /&gt;
**[[Graphics::setNightvision|Graphics::setNightvision(toggle)]]&lt;br /&gt;
**[[Graphics::startParticleFxLoopedOnEntity|Graphics::startParticleFxLoopedOnEntity(effectName, entity, xOffset, yOffset, zOffset, xRot, yRot, zRot, scale, xAxis, yAxis, zAxis)]]&lt;br /&gt;
**[[Graphics::drawScaleformMovie3dNonAdditive|Graphics::drawScaleformMovie3dNonAdditive(scaleform, posX, posY, posZ, rotX, rotY, rotZ, p7, p8, p9, scaleX, scaleY, scaleZ, p13)]]&lt;br /&gt;
**[[Graphics::setScaleformMovieAsNoLongerNeeded|Graphics::setScaleformMovieAsNoLongerNeeded(scaleformHandle)]]&lt;br /&gt;
**[[Graphics::startScreenEffect|Graphics::startScreenEffect(effectName, duration, looped)]]&lt;br /&gt;
**[[Graphics::startParticleFxNonLoopedAtCoord|Graphics::startParticleFxNonLoopedAtCoord(effectName, xPos, yPos, zPos, xRot, yRot, zRot, scale, xAxis, yAxis, zAxis)]]&lt;br /&gt;
**[[Graphics::setParticleFxNonLoopedColour|Graphics::setParticleFxNonLoopedColour(r, g, b)]]&lt;br /&gt;
**[[Graphics::drawMarker|Graphics::drawMarker(type, posX, posY, posZ, dirX, dirY, dirZ, rotX, rotY, rotZ, scaleX, scaleY, scaleZ, colorR, colorG, colorB, alpha, bobUpAndDown, faceCamera, p19, rotate, textureDict, textureName, drawOnEnts)]]&lt;br /&gt;
**[[Graphics::setTvVolume|Graphics::setTvVolume(volume)]]&lt;br /&gt;
**[[Graphics::setTimecycleModifier|Graphics::setTimecycleModifier(modifierName)]]&lt;br /&gt;
**[[Graphics::getDecalWashLevel|Graphics::getDecalWashLevel(decal)]]&lt;br /&gt;
**[[Graphics::world3dToScreen2d|Graphics::world3dToScreen2d(worldX, worldY, worldZ, screenX, screenY)]]&lt;br /&gt;
**[[Graphics::getTextureResolution|Graphics::getTextureResolution(textureDict, textureName)]]&lt;br /&gt;
**[[Graphics::getScreenEffectIsActive|Graphics::getScreenEffectIsActive(effectName)]]&lt;br /&gt;
**[[Graphics::drawDebugText|Graphics::drawDebugText(text, x, y, z, r, g, b, alpha)]]&lt;br /&gt;
**[[Graphics::drawRect|Graphics::drawRect(x, y, width, height, r, g, b, a)]]&lt;br /&gt;
**[[Graphics::setTransitionTimecycleModifier|Graphics::setTransitionTimecycleModifier(modifierName, transition)]]&lt;br /&gt;
**[[Graphics::setForceVehicleTrails|Graphics::setForceVehicleTrails(toggle)]]&lt;br /&gt;
**[[Graphics::addPetrolDecal|Graphics::addPetrolDecal(x, y, z, groundLvl, width, transparency)]]&lt;br /&gt;
**[[Graphics::callScaleformMovieFunctionStringParams|Graphics::callScaleformMovieFunctionStringParams(scaleform, functionName, param1, param2, param3, param4, param5)]]&lt;br /&gt;
**[[Graphics::drawScaleformMovie|Graphics::drawScaleformMovie(scaleformHandle, x, y, width, height, red, green, blue, alpha, p9)]]&lt;br /&gt;
**[[Graphics::drawSpotLightWithShadow|Graphics::drawSpotLightWithShadow(posX, posY, posZ, dirX, dirY, dirZ, colorR, colorG, colorB, distance, brightness, roundness, radius, falloff, shadow)]]&lt;br /&gt;
**[[Graphics::removeDecalsInRange|Graphics::removeDecalsInRange(x, y, z, range)]]&lt;br /&gt;
**[[Graphics::setParticleFxLoopedEvolution|Graphics::setParticleFxLoopedEvolution(ptfxHandle, propertyName, amount, Id)]]&lt;br /&gt;
**[[Graphics::setParticleFxBloodScale|Graphics::setParticleFxBloodScale(p0)]]&lt;br /&gt;
**[[Graphics::set2dLayer|Graphics::set2dLayer(layer)]]&lt;br /&gt;
**[[Graphics::drawLine|Graphics::drawLine(x1, y1, z1, x2, y2, z2, r, g, b, alpha)]]&lt;br /&gt;
**[[Graphics::setPtfxAssetNextCall|Graphics::setPtfxAssetNextCall(name)]]&lt;br /&gt;
**[[Graphics::setScaleformMovieToUseSystemTime|Graphics::setScaleformMovieToUseSystemTime(scaleform, toggle)]]&lt;br /&gt;
**[[Graphics::startParticleFxLoopedOnEntity2|Graphics::startParticleFxLoopedOnEntity2(effectName, entity, xOffset, yOffset, zOffset, xRot, yRot, zRot, scale, xAxis, yAxis, zAxis)]]&lt;br /&gt;
**[[Graphics::setParticleFxLoopedAlpha|Graphics::setParticleFxLoopedAlpha(ptfxHandle, alpha)]]&lt;br /&gt;
**[[Graphics::drawDebugCross|Graphics::drawDebugCross(x, y, z, size, r, g, b, alpha)]]&lt;br /&gt;
**[[Graphics::doesParticleFxLoopedExist|Graphics::doesParticleFxLoopedExist(ptfxHandle)]]&lt;br /&gt;
**[[Graphics::setParticleFxNonLoopedAlpha|Graphics::setParticleFxNonLoopedAlpha(alpha)]]&lt;br /&gt;
**[[Graphics::setSeethrough|Graphics::setSeethrough(toggle)]]&lt;br /&gt;
**[[Graphics::setParticleFxLoopedColour|Graphics::setParticleFxLoopedColour(ptfxHandle, r, g, b, p4)]]&lt;br /&gt;
**[[Graphics::drawDebugLine|Graphics::drawDebugLine(x1, y1, z1, x2, y2, z2, r, g, b, alpha)]]&lt;br /&gt;
**[[Graphics::beginTextComponent|Graphics::beginTextComponent(componentType)]]&lt;br /&gt;
**[[Graphics::setFarShadowsSuppressed|Graphics::setFarShadowsSuppressed(toggle)]]&lt;br /&gt;
**[[Graphics::hasScaleformContainerMovieLoadedIntoParent|Graphics::hasScaleformContainerMovieLoadedIntoParent(scaleformHandle)]]&lt;br /&gt;
**[[Graphics::setTimecycleModifierStrength|Graphics::setTimecycleModifierStrength(strength)]]&lt;br /&gt;
**[[Graphics::moveVehicleDecals|Graphics::moveVehicleDecals(p0, p1)]]&lt;br /&gt;
**[[Graphics::hasScaleformMovieLoaded|Graphics::hasScaleformMovieLoaded(scaleformHandle)]]&lt;br /&gt;
**[[Graphics::getScreenActiveResolution|Graphics::getScreenActiveResolution(x, y)]]&lt;br /&gt;
**[[Graphics::enableMovieSubtitles|Graphics::enableMovieSubtitles(toggle)]]&lt;br /&gt;
**[[Graphics::drawScaleformMovie3d|Graphics::drawScaleformMovie3d(scaleform, posX, posY, posZ, rotX, rotY, rotZ, p7, p8, p9, scaleX, scaleY, scaleZ, p13)]]&lt;br /&gt;
**[[Graphics::getScreenResolution|Graphics::getScreenResolution(x, y)]]&lt;br /&gt;
**[[Graphics::stopParticleFxLooped|Graphics::stopParticleFxLooped(ptfxHandle, p1)]]&lt;br /&gt;
**[[Graphics::requestHudScaleform|Graphics::requestHudScaleform(hudComponent)]]&lt;br /&gt;
**[[Graphics::setParticleFxShootoutBoat|Graphics::setParticleFxShootoutBoat(p0)]]&lt;br /&gt;
**[[Graphics::pushScaleformMovieFunctionFromHudComponent|Graphics::pushScaleformMovieFunctionFromHudComponent(hudComponent, functionName)]]&lt;br /&gt;
**[[Graphics::washDecalsInRange|Graphics::washDecalsInRange(p0, p1, p2, p3, p4)]]&lt;br /&gt;
**[[Graphics::enableAlienBloodVfx|Graphics::enableAlienBloodVfx(toggle)]]&lt;br /&gt;
**[[Graphics::transitionToBlurred|Graphics::transitionToBlurred(transitionTime)]]&lt;br /&gt;
**[[Graphics::drawDebugText2d|Graphics::drawDebugText2d(text, x, y, z, r, g, b, alpha)]]&lt;br /&gt;
**[[Graphics::startParticleFxNonLoopedOnPedBone2|Graphics::startParticleFxNonLoopedOnPedBone2(effectName, ped, offsetX, offsetY, offsetZ, rotX, rotY, rotZ, boneIndex, scale, axisX, axisY, axisZ)]]&lt;br /&gt;
**[[Graphics::removeDecalsFromObjectFacing|Graphics::removeDecalsFromObjectFacing(obj, x, y, z)]]&lt;br /&gt;
**[[Graphics::setDrawOrigin|Graphics::setDrawOrigin(x, y, z, p3)]]&lt;br /&gt;
**[[Graphics::drawDebugSphere|Graphics::drawDebugSphere(x, y, z, radius, r, g, b, alpha)]]&lt;br /&gt;
**[[Graphics::pushScaleformMovieFunctionN|Graphics::pushScaleformMovieFunctionN(functionName)]]&lt;br /&gt;
**[[Graphics::drawPoly|Graphics::drawPoly(x1, y1, z1, x2, y2, z2, x3, y3, z3, r, g, b, alpha)]]&lt;br /&gt;
**[[Graphics::setParticleFxCamInsideNonplayerVehicle|Graphics::setParticleFxCamInsideNonplayerVehicle(p0, p1)]]&lt;br /&gt;
**[[Graphics::setForcePedFootstepsTracks|Graphics::setForcePedFootstepsTracks(toggle)]]&lt;br /&gt;
**[[Graphics::destroyTrackedPoint|Graphics::destroyTrackedPoint(point)]]&lt;br /&gt;
**[[Graphics::addDecal|Graphics::addDecal(p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, p12, p13, p14, p15, p16, p17, p18, p19)]]&lt;br /&gt;
**[[Graphics::setParticleFxLoopedScale|Graphics::setParticleFxLoopedScale(ptfxHandle, scale)]]&lt;br /&gt;
**[[Graphics::loadMovieMeshSet|Graphics::loadMovieMeshSet(movieMeshSetName)]]&lt;br /&gt;
**[[Graphics::setScreenDrawPosition|Graphics::setScreenDrawPosition(x, y)]]&lt;br /&gt;
**[[Graphics::pushScaleformMovieFunctionParameterString|Graphics::pushScaleformMovieFunctionParameterString(value)]]&lt;br /&gt;
**[[Graphics::setTvChannel|Graphics::setTvChannel(channel)]]&lt;br /&gt;
**[[Graphics::requestScaleformMovie3|Graphics::requestScaleformMovie3(scaleformName)]]&lt;br /&gt;
**[[Graphics::setStreamedTextureDictAsNoLongerNeeded|Graphics::setStreamedTextureDictAsNoLongerNeeded(textureDict)]]&lt;br /&gt;
**[[Graphics::pushScaleformMovieFunctionParameterInt|Graphics::pushScaleformMovieFunctionParameterInt(value)]]&lt;br /&gt;
**[[Graphics::removeParticleFx|Graphics::removeParticleFx(ptfxHandle, p1)]]&lt;br /&gt;
**[[Graphics::isTrackedPointVisible|Graphics::isTrackedPointVisible(point)]]&lt;br /&gt;
**[[Graphics::requestScaleformMovieInstance|Graphics::requestScaleformMovieInstance(scaleformName)]]&lt;br /&gt;
**[[Graphics::pushScaleformMovieFunctionParameterBool|Graphics::pushScaleformMovieFunctionParameterBool(value)]]&lt;br /&gt;
**[[Graphics::isDecalAlive|Graphics::isDecalAlive(decal)]]&lt;br /&gt;
**[[Graphics::startParticleFxLoopedOnEntityBone|Graphics::startParticleFxLoopedOnEntityBone(effectName, entity, xOffset, yOffset, zOffset, xRot, yRot, zRot, boneIndex, scale, xAxis, yAxis, zAxis)]]&lt;br /&gt;
**[[Graphics::startParticleFxNonLoopedOnEntity2|Graphics::startParticleFxNonLoopedOnEntity2(effectName, entity, offsetX, offsetY, offsetZ, rotX, rotY, rotZ, scale, axisX, axisY, axisZ)]]&lt;br /&gt;
**[[Graphics::disableVehicleDistantlights|Graphics::disableVehicleDistantlights(toggle)]]&lt;br /&gt;
**[[Graphics::setNoisinessoveride|Graphics::setNoisinessoveride(value)]]&lt;br /&gt;
**[[Graphics::removeDecalsFromObject|Graphics::removeDecalsFromObject(obj)]]&lt;br /&gt;
**[[Graphics::drawScaleformMovieFullscreenMasked|Graphics::drawScaleformMovieFullscreenMasked(scaleform1, scaleform2, red, green, blue, alpha)]]&lt;br /&gt;
**[[Graphics::callScaleformMovieFunctionFloatParams|Graphics::callScaleformMovieFunctionFloatParams(scaleform, functionName, param1, param2, param3, param4, param5)]]&lt;br /&gt;
**[[Graphics::drawSpotLight|Graphics::drawSpotLight(posX, posY, posZ, dirX, dirY, dirZ, colorR, colorG, colorB, distance, brightness, roundness, radius, falloff)]]&lt;br /&gt;
**[[Graphics::drawBox|Graphics::drawBox(x1, y1, z1, x2, y2, z2, r, g, b, alpha)]]&lt;br /&gt;
**[[Graphics::pushScaleformMovieFunctionParameterFloat|Graphics::pushScaleformMovieFunctionParameterFloat(value)]]&lt;br /&gt;
**[[Graphics::fadeDecalsInRange|Graphics::fadeDecalsInRange(p0, p1, p2, p3, p4)]]&lt;br /&gt;
**[[Graphics::enableClownBloodVfx|Graphics::enableClownBloodVfx(toggle)]]&lt;br /&gt;
**[[Graphics::drawDebugLineWithTwoColours|Graphics::drawDebugLineWithTwoColours(x1, y1, z1, x2, y2, z2, r1, g1, b1, r2, g2, b2, alpha1, alpha2)]]&lt;br /&gt;
**[[Graphics::setParticleFxLoopedRange|Graphics::setParticleFxLoopedRange(ptfxHandle, range)]]&lt;br /&gt;
**[[Graphics::removeParticleFxInRange|Graphics::removeParticleFxInRange(X, Y, Z, radius)]]&lt;br /&gt;
**[[Graphics::startParticleFxLoopedOnEntityBone2|Graphics::startParticleFxLoopedOnEntityBone2(effectName, entity, xOffset, yOffset, zOffset, xRot, yRot, zRot, boneIndex, scale, xAxis, yAxis, zAxis)]]&lt;br /&gt;
**[[Graphics::hasHudScaleformLoaded|Graphics::hasHudScaleformLoaded(hudComponent)]]&lt;br /&gt;
**[[Graphics::requestStreamedTextureDict|Graphics::requestStreamedTextureDict(textureDict, p1)]]&lt;br /&gt;
**[[Graphics::setFrozenRenderingDisabled|Graphics::setFrozenRenderingDisabled(enabled)]]&lt;br /&gt;
**[[Graphics::startParticleFxLoopedAtCoord|Graphics::startParticleFxLoopedAtCoord(effectName, x, y, z, xRot, yRot, zRot, scale, xAxis, yAxis, zAxis, p11)]]&lt;br /&gt;
**[[Graphics::sittingTv|Graphics::sittingTv(scaleform)]]&lt;br /&gt;
**[[Graphics::setNoiseoveride|Graphics::setNoiseoveride(toggle)]]&lt;br /&gt;
**[[Graphics::drawSprite|Graphics::drawSprite(textureDict, textureName, screenX, screenY, scaleX, scaleY, heading, colorR, colorG, colorB, alpha)]]&lt;br /&gt;
**[[Graphics::setPtfxAssetOldToNew|Graphics::setPtfxAssetOldToNew(oldAsset, newAsset)]]&lt;br /&gt;
**[[Graphics::releaseMovieMeshSet|Graphics::releaseMovieMeshSet(movieMeshSet)]]&lt;br /&gt;
**[[Graphics::removeDecal|Graphics::removeDecal(decal)]]&lt;br /&gt;
**[[Graphics::setParticleFxCamInsideVehicle|Graphics::setParticleFxCamInsideVehicle(p0)]]&lt;br /&gt;
**[[Graphics::callScaleformMovieFunctionMixedParams|Graphics::callScaleformMovieFunctionMixedParams(scaleform, functionName, floatParam1, floatParam2, floatParam3, floatParam4, floatParam5, stringParam1, stringParam2, stringParam3, stringParam4, stringParam5)]]&lt;br /&gt;
**[[Graphics::transitionFromBlurred|Graphics::transitionFromBlurred(transitionTime)]]&lt;br /&gt;
**[[Graphics::getScreenAspectRatio|Graphics::getScreenAspectRatio(b)]]&lt;br /&gt;
**[[Graphics::startParticleFxLoopedOnPedBone|Graphics::startParticleFxLoopedOnPedBone(effectName, ped, xOffset, yOffset, zOffset, xRot, yRot, zRot, boneIndex, scale, xAxis, yAxis, zAxis)]]&lt;br /&gt;
**[[Graphics::drawLightWithRange|Graphics::drawLightWithRange(posX, posY, posZ, colorR, colorG, colorB, range, intensity)]]&lt;br /&gt;
**[[Graphics::drawLightWithRangeAndShadow|Graphics::drawLightWithRangeAndShadow(x, y, z, r, g, b, range, intensity, shadow)]]&lt;br /&gt;
**[[Graphics::startParticleFxNonLoopedAtCoord2|Graphics::startParticleFxNonLoopedAtCoord2(effectName, xPos, yPos, zPos, xRot, yRot, zRot, scale, xAxis, yAxis, zAxis)]]&lt;br /&gt;
**[[Graphics::pushScaleformMovieFunction|Graphics::pushScaleformMovieFunction(scaleform, functionName)]]&lt;br /&gt;
**[[Graphics::setParticleFxLoopedOffsets|Graphics::setParticleFxLoopedOffsets(ptfxHandle, x, y, z, rotX, rotY, rotZ)]]&lt;br /&gt;
**[[Graphics::callScaleformMovieMethod|Graphics::callScaleformMovieMethod(scaleform, method)]]&lt;br /&gt;
**[[Graphics::drawTvChannel|Graphics::drawTvChannel(xPos, yPos, xScale, yScale, rotation, r, g, b, alpha)]]&lt;br /&gt;
&lt;br /&gt;
==Interior==&lt;br /&gt;
**[[Interior::getInteriorAtCoordsWithType|Interior::getInteriorAtCoordsWithType(x, y, z, interiorType)]]&lt;br /&gt;
**[[Interior::unpinInterior|Interior::unpinInterior(interiorID)]]&lt;br /&gt;
**[[Interior::isValidInterior|Interior::isValidInterior(interiorID)]]&lt;br /&gt;
**[[Interior::isInteriorPropEnabled|Interior::isInteriorPropEnabled(interiorID, propName)]]&lt;br /&gt;
**[[Interior::addPickupToInteriorRoomByName|Interior::addPickupToInteriorRoomByName(pickup, roomName)]]&lt;br /&gt;
**[[Interior::refreshInterior|Interior::refreshInterior(interiorID)]]&lt;br /&gt;
**[[Interior::disableInteriorProp|Interior::disableInteriorProp(interiorID, propName)]]&lt;br /&gt;
**[[Interior::enableInteriorProp|Interior::enableInteriorProp(interiorID, propName)]]&lt;br /&gt;
**[[Interior::disableInterior|Interior::disableInterior(interiorID, toggle)]]&lt;br /&gt;
**[[Interior::isInteriorReady|Interior::isInteriorReady(interiorID)]]&lt;br /&gt;
**[[Interior::isInteriorCapped|Interior::isInteriorCapped(interiorID)]]&lt;br /&gt;
**[[Interior::getOffsetFromInteriorInWorldCoords|Interior::getOffsetFromInteriorInWorldCoords(interiorID, x, y, z)]]&lt;br /&gt;
**[[Interior::hideMapObjectThisFrame|Interior::hideMapObjectThisFrame(mapObjectHash)]]&lt;br /&gt;
**[[Interior::getInteriorAtCoords|Interior::getInteriorAtCoords(x, y, z)]]&lt;br /&gt;
**[[Interior::isInteriorDisabled|Interior::isInteriorDisabled(interiorID)]]&lt;br /&gt;
**[[Interior::capInterior|Interior::capInterior(interiorID, toggle)]]&lt;br /&gt;
**[[Interior::getInteriorGroupId|Interior::getInteriorGroupId(interiorID)]]&lt;br /&gt;
**[[Interior::getInteriorFromCollision|Interior::getInteriorFromCollision(x, y, z)]]&lt;br /&gt;
**[[Interior::areCoordsCollidingWithExterior|Interior::areCoordsCollidingWithExterior(x, y, z)]]&lt;br /&gt;
**[[Interior::unkGetInteriorAtCoords|Interior::unkGetInteriorAtCoords(x, y, z, unk)]]&lt;br /&gt;
&lt;br /&gt;
==Itemset==&lt;br /&gt;
**[[Itemset::removeFromItemset|Itemset::removeFromItemset(p0, p1)]]&lt;br /&gt;
**[[Itemset::isInItemset|Itemset::isInItemset(p0, p1)]]&lt;br /&gt;
**[[Itemset::createItemset|Itemset::createItemset(p0)]]&lt;br /&gt;
**[[Itemset::cleanItemset|Itemset::cleanItemset(p0)]]&lt;br /&gt;
**[[Itemset::getIndexedItemInItemset|Itemset::getIndexedItemInItemset(p0, p1)]]&lt;br /&gt;
**[[Itemset::isItemsetValid|Itemset::isItemsetValid(p0)]]&lt;br /&gt;
**[[Itemset::getItemsetSize|Itemset::getItemsetSize(p0)]]&lt;br /&gt;
**[[Itemset::destroyItemset|Itemset::destroyItemset(p0)]]&lt;br /&gt;
**[[Itemset::addToItemset|Itemset::addToItemset(p0, p1)]]&lt;br /&gt;
&lt;br /&gt;
==Mobile==&lt;br /&gt;
**[[Mobile::getMobilePhoneRotation|Mobile::getMobilePhoneRotation(rotation, p1)]]&lt;br /&gt;
**[[Mobile::setPhoneLean|Mobile::setPhoneLean(Toggle)]]&lt;br /&gt;
**[[Mobile::getMobilePhonePosition|Mobile::getMobilePhonePosition(position)]]&lt;br /&gt;
**[[Mobile::setMobilePhonePosition|Mobile::setMobilePhonePosition(posX, posY, posZ)]]&lt;br /&gt;
**[[Mobile::moveFinger|Mobile::moveFinger(direction)]]&lt;br /&gt;
**[[Mobile::createMobilePhone|Mobile::createMobilePhone(phoneType)]]&lt;br /&gt;
**[[Mobile::getMobilePhoneRenderId|Mobile::getMobilePhoneRenderId(renderId)]]&lt;br /&gt;
**[[Mobile::setMobilePhoneRotation|Mobile::setMobilePhoneRotation(rotX, rotY, rotZ, p3)]]&lt;br /&gt;
**[[Mobile::setMobilePhoneScale|Mobile::setMobilePhoneScale(scale)]]&lt;br /&gt;
**[[Mobile::scriptIsMovingMobilePhoneOffscreen|Mobile::scriptIsMovingMobilePhoneOffscreen(toggle)]]&lt;br /&gt;
**[[Mobile::cellCamActivate|Mobile::cellCamActivate(p0, p1)]]&lt;br /&gt;
&lt;br /&gt;
==Object==&lt;br /&gt;
**[[Object::createMoneyPickups|Object::createMoneyPickups(x, y, z, value, amount, model)]]&lt;br /&gt;
**[[Object::createPortablePickup2|Object::createPortablePickup2(pickupHash, x, y, z, placeOnGround, modelHash)]]&lt;br /&gt;
**[[Object::getObjectOffsetFromCoords|Object::getObjectOffsetFromCoords(xPos, yPos, zPos, heading, xOffset, yOffset, zOffset)]]&lt;br /&gt;
**[[Object::getPickupCoords|Object::getPickupCoords(p0)]]&lt;br /&gt;
**[[Object::removeAllPickupsOfType|Object::removeAllPickupsOfType(p0)]]&lt;br /&gt;
**[[Object::isPointInAngledArea|Object::isPointInAngledArea(p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11)]]&lt;br /&gt;
**[[Object::createPortablePickup|Object::createPortablePickup(pickupHash, x, y, z, placeOnGround, modelHash)]]&lt;br /&gt;
**[[Object::removePickup|Object::removePickup(pickup)]]&lt;br /&gt;
**[[Object::highlightPlacementCoords|Object::highlightPlacementCoords(x, y, z, colorIndex)]]&lt;br /&gt;
**[[Object::isAnyObjectNearPoint|Object::isAnyObjectNearPoint(x, y, z, range, p4)]]&lt;br /&gt;
**[[Object::removeDoorFromSystem|Object::removeDoorFromSystem(doorHash)]]&lt;br /&gt;
**[[Object::createObject|Object::createObject(modelHash, x, y, z, networkHandle, createHandle, dynamic)]]&lt;br /&gt;
**[[Object::deleteObject|Object::deleteObject(object)]]&lt;br /&gt;
**[[Object::setTeamPickupObject|Object::setTeamPickupObject(p0, p1, p2)]]&lt;br /&gt;
**[[Object::createAmbientPickup|Object::createAmbientPickup(pickupHash, posX, posY, posZ, p4, value, modelHash, p7, p8)]]&lt;br /&gt;
**[[Object::setDoorAccelerationLimit|Object::setDoorAccelerationLimit(doorHash, limit, p2, p3)]]&lt;br /&gt;
**[[Object::getSafePickupCoords|Object::getSafePickupCoords(x, y, z, p3, p4)]]&lt;br /&gt;
**[[Object::addDoorToSystem|Object::addDoorToSystem(doorHash, modelHash, x, y, z, p5, p6, p7)]]&lt;br /&gt;
**[[Object::hasClosestObjectOfTypeBeenBroken|Object::hasClosestObjectOfTypeBeenBroken(p0, p1, p2, p3, modelHash, p5)]]&lt;br /&gt;
**[[Object::setPickupRegenerationTime|Object::setPickupRegenerationTime(p0, p1)]]&lt;br /&gt;
**[[Object::hasPickupBeenCollected|Object::hasPickupBeenCollected(p0)]]&lt;br /&gt;
**[[Object::createPickupRotate|Object::createPickupRotate(pickupHash, posX, posY, posZ, rotX, rotY, rotZ, flag, amount, p9, p10, modelHash)]]&lt;br /&gt;
**[[Object::isObjectNearPoint|Object::isObjectNearPoint(objectHash, x, y, z, range)]]&lt;br /&gt;
**[[Object::isGarageEmpty|Object::isGarageEmpty(garage, p1, p2)]]&lt;br /&gt;
**[[Object::createObjectNoOffset|Object::createObjectNoOffset(modelHash, x, y, z, networkHandle, createHandle, dynamic)]]&lt;br /&gt;
**[[Object::doorControl|Object::doorControl(doorHash, x, y, z, locked, p5, p6, p7)]]&lt;br /&gt;
**[[Object::doesPickupExist|Object::doesPickupExist(p0)]]&lt;br /&gt;
**[[Object::trackObjectVisibility|Object::trackObjectVisibility(p0)]]&lt;br /&gt;
**[[Object::setDoorAjarAngle|Object::setDoorAjarAngle(doorHash, ajar, p2, p3)]]&lt;br /&gt;
**[[Object::getObjectFragmentDamageHealth|Object::getObjectFragmentDamageHealth(p0, p1)]]&lt;br /&gt;
**[[Object::doesObjectOfTypeExistAtCoords|Object::doesObjectOfTypeExistAtCoords(x, y, z, radius, hash, p5)]]&lt;br /&gt;
**[[Object::doesDoorExist|Object::doesDoorExist(doorHash)]]&lt;br /&gt;
**[[Object::isDoorClosed|Object::isDoorClosed(door)]]&lt;br /&gt;
**[[Object::doesPickupObjectExist|Object::doesPickupObjectExist(p0)]]&lt;br /&gt;
**[[Object::getClosestObjectOfType|Object::getClosestObjectOfType(x, y, z, radius, modelHash, isMission, p6, p7)]]&lt;br /&gt;
**[[Object::getStateOfClosestDoorOfType|Object::getStateOfClosestDoorOfType(type, x, y, z, locked, heading)]]&lt;br /&gt;
**[[Object::setForceObjectThisFrame|Object::setForceObjectThisFrame(p0, p1, p2, p3)]]&lt;br /&gt;
**[[Object::setStateOfClosestDoorOfType|Object::setStateOfClosestDoorOfType(type, x, y, z, locked, heading, p6)]]&lt;br /&gt;
**[[Object::isPickupWithinRadius|Object::isPickupWithinRadius(pickupHash, x, y, z, radius)]]&lt;br /&gt;
**[[Object::createPickup|Object::createPickup(pickupHash, posX, posY, posZ, p4, value, p6, modelHash)]]&lt;br /&gt;
&lt;br /&gt;
==Pathfind==&lt;br /&gt;
**[[Pathfind::setRoadsBackToOriginalInAngledArea|Pathfind::setRoadsBackToOriginalInAngledArea(x1, y1, z1, x2, y2, z2, p6)]]&lt;br /&gt;
**[[Pathfind::getVehicleNodeProperties|Pathfind::getVehicleNodeProperties(x, y, z, density, flags)]]&lt;br /&gt;
**[[Pathfind::updateNavmeshBlockingObject|Pathfind::updateNavmeshBlockingObject(p0, p1, p2, p3, p4, p5, p6, p7, p8)]]&lt;br /&gt;
**[[Pathfind::isPointOnRoad|Pathfind::isPointOnRoad(x, y, z, vehicle)]]&lt;br /&gt;
**[[Pathfind::getClosestRoad|Pathfind::getClosestRoad(x, y, z, p3, p4, p5, p6, p7, p8, p9, p10)]]&lt;br /&gt;
**[[Pathfind::setRoadsInAngledArea|Pathfind::setRoadsInAngledArea(x1, y1, z1, x2, y2, z2, angle, unknown1, unknown2, unknown3)]]&lt;br /&gt;
**[[Pathfind::isVehicleNodeIdValid|Pathfind::isVehicleNodeIdValid(vehicleNodeId)]]&lt;br /&gt;
**[[Pathfind::setRoadsBackToOriginal|Pathfind::setRoadsBackToOriginal(p0, p1, p2, p3, p4, p5)]]&lt;br /&gt;
**[[Pathfind::getNthClosestVehicleNodeId|Pathfind::getNthClosestVehicleNodeId(x, y, z, nth, nodetype, p5, p6)]]&lt;br /&gt;
**[[Pathfind::getClosestVehicleNode|Pathfind::getClosestVehicleNode(x, y, z, outPosition, nodeType, p5, p6)]]&lt;br /&gt;
**[[Pathfind::getClosestMajorVehicleNode|Pathfind::getClosestMajorVehicleNode(x, y, z, outPosition, unknown1, unknown2)]]&lt;br /&gt;
**[[Pathfind::getStreetNameAtCoord|Pathfind::getStreetNameAtCoord(x, y, z, streetName, crossingRoad)]]&lt;br /&gt;
**[[Pathfind::setPedPathsInArea|Pathfind::setPedPathsInArea(x1, y1, z1, x2, y2, z2, unknown)]]&lt;br /&gt;
**[[Pathfind::addNavmeshRequiredRegion|Pathfind::addNavmeshRequiredRegion(p0, p1, p2)]]&lt;br /&gt;
**[[Pathfind::getNthClosestVehicleNodeFavourDirection|Pathfind::getNthClosestVehicleNodeFavourDirection(x, y, z, desiredX, desiredY, desiredZ, nthClosest, outPosition, outHeading, nodetype, p10, p11)]]&lt;br /&gt;
**[[Pathfind::removeNavmeshBlockingObject|Pathfind::removeNavmeshBlockingObject(p0)]]&lt;br /&gt;
**[[Pathfind::disableNavmeshInArea|Pathfind::disableNavmeshInArea(p0, p1, p2, p3, p4, p5, p6)]]&lt;br /&gt;
**[[Pathfind::getIsSlowRoadFlag|Pathfind::getIsSlowRoadFlag(nodeID)]]&lt;br /&gt;
**[[Pathfind::getNthClosestVehicleNodeIdWithHeading|Pathfind::getNthClosestVehicleNodeIdWithHeading(x, y, z, nthClosest, outPosition, outHeading, p6, p7, p8)]]&lt;br /&gt;
**[[Pathfind::getVehicleNodePosition|Pathfind::getVehicleNodePosition(nodeId, outPosition)]]&lt;br /&gt;
**[[Pathfind::setIgnoreNoGpsFlag|Pathfind::setIgnoreNoGpsFlag(ignore)]]&lt;br /&gt;
**[[Pathfind::getNthClosestVehicleNodeWithHeading|Pathfind::getNthClosestVehicleNodeWithHeading(x, y, z, nthClosest, outPosition, heading, unknown1, unknown2, unknown3, unknown4)]]&lt;br /&gt;
**[[Pathfind::loadAllPathNodes|Pathfind::loadAllPathNodes(keepInMemory)]]&lt;br /&gt;
**[[Pathfind::getRandomVehicleNode|Pathfind::getRandomVehicleNode(x, y, z, radius, p4, p5, p6, outPosition, heading)]]&lt;br /&gt;
**[[Pathfind::getSupportsGpsRouteFlag|Pathfind::getSupportsGpsRouteFlag(nodeID)]]&lt;br /&gt;
**[[Pathfind::calculateTravelDistanceBetweenPoints|Pathfind::calculateTravelDistanceBetweenPoints(x1, y1, z1, x2, y2, z2)]]&lt;br /&gt;
**[[Pathfind::getSafeCoordForPed|Pathfind::getSafeCoordForPed(x, y, z, onGround, outPosition, flags)]]&lt;br /&gt;
**[[Pathfind::setRoadsInArea|Pathfind::setRoadsInArea(x1, y1, z1, x2, y2, z2, unknown1, unknown2)]]&lt;br /&gt;
**[[Pathfind::setGpsDisabledZone|Pathfind::setGpsDisabledZone(p0, p1, p2, p3, p4, p5)]]&lt;br /&gt;
**[[Pathfind::setPedPathsBackToOriginal|Pathfind::setPedPathsBackToOriginal(p0, p1, p2, p3, p4, p5)]]&lt;br /&gt;
**[[Pathfind::getNthClosestVehicleNode|Pathfind::getNthClosestVehicleNode(x, y, z, nthClosest, outPosition, unknown1, unknown2, unknown3)]]&lt;br /&gt;
**[[Pathfind::isNavmeshLoadedInArea|Pathfind::isNavmeshLoadedInArea(x1, y1, z1, x2, y2, z2)]]&lt;br /&gt;
**[[Pathfind::generateDirectionsToCoord|Pathfind::generateDirectionsToCoord(x, y, z, p3, p4, vehicle, p6)]]&lt;br /&gt;
**[[Pathfind::addNavmeshBlockingObject|Pathfind::addNavmeshBlockingObject(p0, p1, p2, p3, p4, p5, p6, p7, p8)]]&lt;br /&gt;
**[[Pathfind::getClosestVehicleNodeWithHeading|Pathfind::getClosestVehicleNodeWithHeading(x, y, z, outPosition, outHeading, nodeType, p6, p7)]]&lt;br /&gt;
&lt;br /&gt;
==Ped==&lt;br /&gt;
**[[Ped::isAValidLipstickColor|Ped::isAValidLipstickColor(colorID)]]&lt;br /&gt;
**[[Ped::isAnyPedNearPoint|Ped::isAnyPedNearPoint(x, y, z, radius)]]&lt;br /&gt;
**[[Ped::setCreateRandomCops|Ped::setCreateRandomCops(toggle)]]&lt;br /&gt;
**[[Ped::removeActionModeAsset|Ped::removeActionModeAsset(asset)]]&lt;br /&gt;
**[[Ped::setScenarioPedsToBeReturnedByNextCommand|Ped::setScenarioPedsToBeReturnedByNextCommand(value)]]&lt;br /&gt;
**[[Ped::isCopPedInArea3d|Ped::isCopPedInArea3d(x1, y1, z1, x2, y2, z2)]]&lt;br /&gt;
**[[Ped::setAiWeaponDamageModifier|Ped::setAiWeaponDamageModifier(value)]]&lt;br /&gt;
**[[Ped::addScenarioBlockingArea|Ped::addScenarioBlockingArea(p0, p1, p2, p3, p4, p5, p6, p7, p8, p9)]]&lt;br /&gt;
**[[Ped::setGroupFormationSpacing|Ped::setGroupFormationSpacing(groupId, p1, p2, p3)]]&lt;br /&gt;
**[[Ped::isSynchronizedSceneRunning|Ped::isSynchronizedSceneRunning(sceneId)]]&lt;br /&gt;
**[[Ped::attachSynchronizedSceneToEntity|Ped::attachSynchronizedSceneToEntity(sceneID, entity, boneIndex)]]&lt;br /&gt;
**[[Ped::setScenarioPedsSpawnInSphereArea|Ped::setScenarioPedsSpawnInSphereArea(p0, p1, p2, p3, p4)]]&lt;br /&gt;
**[[Ped::requestActionModeAsset|Ped::requestActionModeAsset(asset)]]&lt;br /&gt;
**[[Ped::requestStealthModeAsset|Ped::requestStealthModeAsset(asset)]]&lt;br /&gt;
**[[Ped::removeScenarioBlockingArea|Ped::removeScenarioBlockingArea(p0, p1)]]&lt;br /&gt;
**[[Ped::canCreateRandomPed|Ped::canCreateRandomPed(unk)]]&lt;br /&gt;
**[[Ped::setGroupSeparationRange|Ped::setGroupSeparationRange(groupHandle, separationRange)]]&lt;br /&gt;
**[[Ped::createNmMessage|Ped::createNmMessage(startImmediately, messageId)]]&lt;br /&gt;
**[[Ped::setCreateRandomCopsOnScenarios|Ped::setCreateRandomCopsOnScenarios(toggle)]]&lt;br /&gt;
**[[Ped::getAnimInitialOffsetRotation|Ped::getAnimInitialOffsetRotation(animDict, animName, x, y, z, xRot, yRot, zRot, p8, p9)]]&lt;br /&gt;
**[[Ped::setScriptedConversionCoordThisFrame|Ped::setScriptedConversionCoordThisFrame(x, y, z)]]&lt;br /&gt;
**[[Ped::getPedAsGroupMember|Ped::getPedAsGroupMember(groupID, memberNumber)]]&lt;br /&gt;
**[[Ped::getPedAsGroupLeader|Ped::getPedAsGroupLeader(groupID)]]&lt;br /&gt;
**[[Ped::clearRelationshipBetweenGroups|Ped::clearRelationshipBetweenGroups(relationship, group1, group2)]]&lt;br /&gt;
**[[Ped::getNumParentPedsOfType|Ped::getNumParentPedsOfType(type)]]&lt;br /&gt;
**[[Ped::isAValidBlushColor|Ped::isAValidBlushColor(colorID)]]&lt;br /&gt;
**[[Ped::isSynchronizedSceneLooped|Ped::isSynchronizedSceneLooped(sceneID)]]&lt;br /&gt;
**[[Ped::isPedRespondingToEvent|Ped::isPedRespondingToEvent(p0, p1)]]&lt;br /&gt;
**[[Ped::resetGroupFormationDefaultSpacing|Ped::resetGroupFormationDefaultSpacing(groupHandle)]]&lt;br /&gt;
**[[Ped::setAiMeleeWeaponDamageModifier|Ped::setAiMeleeWeaponDamageModifier(modifier)]]&lt;br /&gt;
**[[Ped::getFirstParentIdForPedType|Ped::getFirstParentIdForPedType(type)]]&lt;br /&gt;
**[[Ped::setSynchronizedSceneOrigin|Ped::setSynchronizedSceneOrigin(sceneID, x, y, z, roll, pitch, yaw, p7)]]&lt;br /&gt;
**[[Ped::setPedAlternateWalkAnim|Ped::setPedAlternateWalkAnim(p0, p1, p2, p3, p4)]]&lt;br /&gt;
**[[Ped::detachSynchronizedScene|Ped::detachSynchronizedScene(sceneID)]]&lt;br /&gt;
**[[Ped::isPedheadshotReady|Ped::isPedheadshotReady(handle)]]&lt;br /&gt;
**[[Ped::setSynchronizedScenePhase|Ped::setSynchronizedScenePhase(sceneID, phase)]]&lt;br /&gt;
**[[Ped::setScenarioPedDensityMultiplierThisFrame|Ped::setScenarioPedDensityMultiplierThisFrame(p0, p1)]]&lt;br /&gt;
**[[Ped::doesGroupExist|Ped::doesGroupExist(groupId)]]&lt;br /&gt;
**[[Ped::hasPedReceivedEvent|Ped::hasPedReceivedEvent(p0, p1)]]&lt;br /&gt;
**[[Ped::getRandomPedAtCoord|Ped::getRandomPedAtCoord(x, y, z, xRadius, yRadius, zRadius, pedType)]]&lt;br /&gt;
**[[Ped::clearPedAlternateWalkAnim|Ped::clearPedAlternateWalkAnim(p0, p1)]]&lt;br /&gt;
**[[Ped::setCreateRandomCopsNotOnScenarios|Ped::setCreateRandomCopsNotOnScenarios(toggle)]]&lt;br /&gt;
**[[Ped::createSynchronizedScene|Ped::createSynchronizedScene(x, y, z, roll, pitch, yaw, p6)]]&lt;br /&gt;
**[[Ped::getGroupSize|Ped::getGroupSize(groupID, unknown, sizeInMembers)]]&lt;br /&gt;
**[[Ped::removeGroup|Ped::removeGroup(groupId)]]&lt;br /&gt;
**[[Ped::createGroup|Ped::createGroup(unused)]]&lt;br /&gt;
**[[Ped::removeStealthModeAsset|Ped::removeStealthModeAsset(asset)]]&lt;br /&gt;
**[[Ped::setPedDensityMultiplierThisFrame|Ped::setPedDensityMultiplierThisFrame(multiplier)]]&lt;br /&gt;
**[[Ped::getRelationshipBetweenGroups|Ped::getRelationshipBetweenGroups(group1, group2)]]&lt;br /&gt;
**[[Ped::getTattooZone|Ped::getTattooZone(collection, overlay)]]&lt;br /&gt;
**[[Ped::isPedheadshotValid|Ped::isPedheadshotValid(handle)]]&lt;br /&gt;
**[[Ped::isAnyPedShootingInArea|Ped::isAnyPedShootingInArea(x1, y1, z1, x2, y2, z2, p6, p7)]]&lt;br /&gt;
**[[Ped::createRandomPed|Ped::createRandomPed(posX, posY, posZ)]]&lt;br /&gt;
**[[Ped::removeRelationshipGroup|Ped::removeRelationshipGroup(groupHash)]]&lt;br /&gt;
**[[Ped::setSynchronizedSceneRate|Ped::setSynchronizedSceneRate(sceneID, rate)]]&lt;br /&gt;
**[[Ped::getAnimInitialOffsetPosition|Ped::getAnimInitialOffsetPosition(animDict, animName, x, y, z, xRot, yRot, zRot, p8, p9)]]&lt;br /&gt;
**[[Ped::setRelationshipBetweenGroups|Ped::setRelationshipBetweenGroups(relationship, group1, group2)]]&lt;br /&gt;
**[[Ped::getClosestPed|Ped::getClosestPed(x, y, z, radius, p4, p5, outPed, p7, p8, pedType)]]&lt;br /&gt;
**[[Ped::disposeSynchronizedScene|Ped::disposeSynchronizedScene(scene)]]&lt;br /&gt;
**[[Ped::setGroupFormation|Ped::setGroupFormation(groupId, formationType)]]&lt;br /&gt;
**[[Ped::getNumHeadOverlayValues|Ped::getNumHeadOverlayValues(overlayID)]]&lt;br /&gt;
**[[Ped::createPed|Ped::createPed(pedType, modelHash, x, y, z, heading, networkHandle, pedHandle)]]&lt;br /&gt;
**[[Ped::setPedToRagdollWithFall|Ped::setPedToRagdollWithFall(p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, p12, p13)]]&lt;br /&gt;
**[[Ped::getSynchronizedSceneRate|Ped::getSynchronizedSceneRate(sceneID)]]&lt;br /&gt;
**[[Ped::setSynchronizedSceneLooped|Ped::setSynchronizedSceneLooped(sceneID, toggle)]]&lt;br /&gt;
**[[Ped::getPedheadshotTxdString|Ped::getPedheadshotTxdString(handle)]]&lt;br /&gt;
**[[Ped::isAValidHairColor|Ped::isAValidHairColor(colorID)]]&lt;br /&gt;
**[[Ped::getSynchronizedScenePhase|Ped::getSynchronizedScenePhase(sceneID)]]&lt;br /&gt;
**[[Ped::hasActionModeAssetLoaded|Ped::hasActionModeAssetLoaded(asset)]]&lt;br /&gt;
**[[Ped::setPedReserveParachuteTintIndex|Ped::setPedReserveParachuteTintIndex(p0, p1)]]&lt;br /&gt;
**[[Ped::hasStealthModeAssetLoaded|Ped::hasStealthModeAssetLoaded(asset)]]&lt;br /&gt;
**[[Ped::setPedNonCreationArea|Ped::setPedNonCreationArea(x1, y1, z1, x2, y2, z2)]]&lt;br /&gt;
**[[Ped::addRelationshipGroup|Ped::addRelationshipGroup(name, groupHash)]]&lt;br /&gt;
**[[Ped::setTimeExclusiveDisplayTexture|Ped::setTimeExclusiveDisplayTexture(p0, p1)]]&lt;br /&gt;
&lt;br /&gt;
==Player==&lt;br /&gt;
**[[Player::setPlayerModel|Player::setPlayerModel(model)]]&lt;br /&gt;
**[[Player::setWantedLevelMultiplier|Player::setWantedLevelMultiplier(multiplier)]]&lt;br /&gt;
**[[Player::setPlayerTeam|Player::setPlayerTeam(team)]]&lt;br /&gt;
**[[Player::changePlayerPed|Player::changePlayerPed(pedb2b3)]]&lt;br /&gt;
**[[Player::setAllRandomPedsFlee|Player::setAllRandomPedsFlee(toggle)]]&lt;br /&gt;
**[[Player::isSpecialAbilityMeterFull|Player::isSpecialAbilityMeterFull()]]&lt;br /&gt;
**[[Player::getWantedLevelRadius|Player::getWantedLevelRadius()]]&lt;br /&gt;
**[[Player::arePlayerStarsGreyedOut|Player::arePlayerStarsGreyedOut()]]&lt;br /&gt;
**[[Player::getPlayerWantedCentrePosition|Player::getPlayerWantedCentrePosition()]]&lt;br /&gt;
**[[Player::getPlayerGroup|Player::getPlayerGroup()]]&lt;br /&gt;
**[[Player::clearPlayerParachuteVariationOverride|Player::clearPlayerParachuteVariationOverride()]]&lt;br /&gt;
**[[Player::setPlayerForcedAim|Player::setPlayerForcedAim(toggle)]]&lt;br /&gt;
**[[Player::clearPlayerParachutePackModelOverride|Player::clearPlayerParachutePackModelOverride()]]&lt;br /&gt;
**[[Player::setPlayerResetFlagPreferRearSeats|Player::setPlayerResetFlagPreferRearSeats(flags)]]&lt;br /&gt;
**[[Player::getPlayerTargetEntity|Player::getPlayerTargetEntity(entity)]]&lt;br /&gt;
**[[Player::setPlayerClothLockCounter|Player::setPlayerClothLockCounter(value)]]&lt;br /&gt;
**[[Player::enableSpecialAbility|Player::enableSpecialAbility(toggle)]]&lt;br /&gt;
**[[Player::getPlayerSprintTimeRemaining|Player::getPlayerSprintTimeRemaining()]]&lt;br /&gt;
**[[Player::resetPlayerInputGait|Player::resetPlayerInputGait()]]&lt;br /&gt;
**[[Player::specialAbilityDepleteMeter|Player::specialAbilityDepleteMeter(p1)]]&lt;br /&gt;
**[[Player::setPlayerMayNotEnterAnyVehicle|Player::setPlayerMayNotEnterAnyVehicle()]]&lt;br /&gt;
**[[Player::hasPlayerDamagedAtLeastOnePed|Player::hasPlayerDamagedAtLeastOnePed()]]&lt;br /&gt;
**[[Player::isPlayerWantedLevelGreater|Player::isPlayerWantedLevelGreater(wantedLevel)]]&lt;br /&gt;
**[[Player::setPlayerInvincible|Player::setPlayerInvincible(toggle)]]&lt;br /&gt;
**[[Player::getEntityPlayerIsFreeAimingAt|Player::getEntityPlayerIsFreeAimingAt(entity)]]&lt;br /&gt;
**[[Player::setPlayerLockonRangeOverride|Player::setPlayerLockonRangeOverride(range)]]&lt;br /&gt;
**[[Player::resetPlayerArrestState|Player::resetPlayerArrestState()]]&lt;br /&gt;
**[[Player::setPlayerWeaponDefenseModifier|Player::setPlayerWeaponDefenseModifier(modifier)]]&lt;br /&gt;
**[[Player::isPlayerFreeAiming|Player::isPlayerFreeAiming()]]&lt;br /&gt;
**[[Player::specialAbilityChargeSmall|Player::specialAbilityChargeSmall(p1p2)]]&lt;br /&gt;
**[[Player::setDisableAmbientMeleeMove|Player::setDisableAmbientMeleeMove(toggle)]]&lt;br /&gt;
**[[Player::getPlayerCurrentStealthNoise|Player::getPlayerCurrentStealthNoise()]]&lt;br /&gt;
**[[Player::setPoliceIgnorePlayer|Player::setPoliceIgnorePlayer(toggle)]]&lt;br /&gt;
**[[Player::setPlayerWantedLevelNoDrop|Player::setPlayerWantedLevelNoDrop(wantedLevelp2)]]&lt;br /&gt;
**[[Player::getPlayerTeam|Player::getPlayerTeam()]]&lt;br /&gt;
**[[Player::specialAbilityReset|Player::specialAbilityReset()]]&lt;br /&gt;
**[[Player::isPlayerBeingArrested|Player::isPlayerBeingArrested(atArresting)]]&lt;br /&gt;
**[[Player::setPlayerWantedLevel|Player::setPlayerWantedLevel(wantedLeveldisableNoMission)]]&lt;br /&gt;
**[[Player::isPlayerFreeAimingAtEntity|Player::isPlayerFreeAimingAtEntity(entity)]]&lt;br /&gt;
**[[Player::givePlayerRagdollControl|Player::givePlayerRagdollControl(toggle)]]&lt;br /&gt;
**[[Player::specialAbilityFillMeter|Player::specialAbilityFillMeter(p1)]]&lt;br /&gt;
**[[Player::isSpecialAbilityActive|Player::isSpecialAbilityActive()]]&lt;br /&gt;
**[[Player::getPlayerSprintStaminaRemaining|Player::getPlayerSprintStaminaRemaining()]]&lt;br /&gt;
**[[Player::intToPlayerindex|Player::intToPlayerindex(value)]]&lt;br /&gt;
**[[Player::isPlayerDead|Player::isPlayerDead()]]&lt;br /&gt;
**[[Player::setPoliceRadarBlips|Player::setPoliceRadarBlips(toggle)]]&lt;br /&gt;
**[[Player::getPlayerPed|Player::getPlayerPed()]]&lt;br /&gt;
**[[Player::setAllRandomPedsFleeThisFrame|Player::setAllRandomPedsFleeThisFrame()]]&lt;br /&gt;
**[[Player::simulatePlayerInputGait|Player::simulatePlayerInputGait(amountgaitTypespeedp4p5)]]&lt;br /&gt;
**[[Player::isPlayerControlOn|Player::isPlayerControlOn()]]&lt;br /&gt;
**[[Player::setPlayerMeleeWeaponDamageModifier|Player::setPlayerMeleeWeaponDamageModifier(modifier)]]&lt;br /&gt;
**[[Player::clearPlayerHasDamagedAtLeastOneNonAnimalPed|Player::clearPlayerHasDamagedAtLeastOneNonAnimalPed()]]&lt;br /&gt;
**[[Player::setPlayerVehicleDefenseModifier|Player::setPlayerVehicleDefenseModifier(modifier)]]&lt;br /&gt;
**[[Player::forceCleanupForAllThreadsWithThisName|Player::forceCleanupForAllThreadsWithThisName(name, cleanupFlags)]]&lt;br /&gt;
**[[Player::setPlayerStealthPerceptionModifier|Player::setPlayerStealthPerceptionModifier(value)]]&lt;br /&gt;
**[[Player::isPlayerRidingTrain|Player::isPlayerRidingTrain()]]&lt;br /&gt;
**[[Player::getPlayerPedScriptIndex|Player::getPlayerPedScriptIndex()]]&lt;br /&gt;
**[[Player::setPlayerWantedCentrePosition|Player::setPlayerWantedCentrePosition(xyz)]]&lt;br /&gt;
**[[Player::setIgnoreLowPriorityShockingEvents|Player::setIgnoreLowPriorityShockingEvents(toggle)]]&lt;br /&gt;
**[[Player::setPlayerLockon|Player::setPlayerLockon(toggle)]]&lt;br /&gt;
**[[Player::getTimeSincePlayerHitVehicle|Player::getTimeSincePlayerHitVehicle()]]&lt;br /&gt;
**[[Player::setPlayerHealthRechargeMultiplier|Player::setPlayerHealthRechargeMultiplier(regenRate)]]&lt;br /&gt;
**[[Player::getPlayerHasReserveParachute|Player::getPlayerHasReserveParachute()]]&lt;br /&gt;
**[[Player::disablePlayerFiring|Player::disablePlayerFiring(toggle)]]&lt;br /&gt;
**[[Player::isPlayerPlaying|Player::isPlayerPlaying()]]&lt;br /&gt;
**[[Player::specialAbilityLock|Player::specialAbilityLock(playerModel)]]&lt;br /&gt;
**[[Player::getPlayerName|Player::getPlayerName()]]&lt;br /&gt;
**[[Player::setRunSprintMultiplierForPlayer|Player::setRunSprintMultiplierForPlayer(multiplier)]]&lt;br /&gt;
**[[Player::setPlayerCanDoDriveBy|Player::setPlayerCanDoDriveBy(toggle)]]&lt;br /&gt;
**[[Player::getPlayerParachutePackTintIndex|Player::getPlayerParachutePackTintIndex(tintIndex)]]&lt;br /&gt;
**[[Player::setPlayerClothPinFrames|Player::setPlayerClothPinFrames(toggle)]]&lt;br /&gt;
**[[Player::getPlayerParachuteTintIndex|Player::getPlayerParachuteTintIndex(tintIndex)]]&lt;br /&gt;
**[[Player::setPlayerForcedZoom|Player::setPlayerForcedZoom(toggle)]]&lt;br /&gt;
**[[Player::setPlayerForceSkipAimIntro|Player::setPlayerForceSkipAimIntro(toggle)]]&lt;br /&gt;
**[[Player::setPlayerMaxArmour|Player::setPlayerMaxArmour(value)]]&lt;br /&gt;
**[[Player::isPlayerTargettingAnything|Player::isPlayerTargettingAnything()]]&lt;br /&gt;
**[[Player::isPlayerTargettingEntity|Player::isPlayerTargettingEntity(entity)]]&lt;br /&gt;
**[[Player::setPlayerHasReserveParachute|Player::setPlayerHasReserveParachute()]]&lt;br /&gt;
**[[Player::setPlayerMayOnlyEnterThisVehicle|Player::setPlayerMayOnlyEnterThisVehicle(vehicle)]]&lt;br /&gt;
**[[Player::setPlayerParachuteSmokeTrailColor|Player::setPlayerParachuteSmokeTrailColor(rgb)]]&lt;br /&gt;
**[[Player::hasAchievementBeenPassed|Player::hasAchievementBeenPassed(achievement)]]&lt;br /&gt;
**[[Player::clearPlayerParachuteModelOverride|Player::clearPlayerParachuteModelOverride()]]&lt;br /&gt;
**[[Player::isPlayerScriptControlOn|Player::isPlayerScriptControlOn()]]&lt;br /&gt;
**[[Player::setPlayerControl|Player::setPlayerControl(togglepossiblyFlags)]]&lt;br /&gt;
**[[Player::setEveryoneIgnorePlayer|Player::setEveryoneIgnorePlayer(toggle)]]&lt;br /&gt;
**[[Player::isPlayerReadyForCutscene|Player::isPlayerReadyForCutscene()]]&lt;br /&gt;
**[[Player::getPlayerMaxArmour|Player::getPlayerMaxArmour()]]&lt;br /&gt;
**[[Player::setPlayerParachutePackTintIndex|Player::setPlayerParachutePackTintIndex(tintIndex)]]&lt;br /&gt;
**[[Player::displaySystemSigninUi|Player::displaySystemSigninUi(unk)]]&lt;br /&gt;
**[[Player::isPlayerClimbing|Player::isPlayerClimbing()]]&lt;br /&gt;
**[[Player::setPlayerParachuteModelOverride|Player::setPlayerParachuteModelOverride(model)]]&lt;br /&gt;
**[[Player::reserveEntityExplodesOnHighExplosionCombo|Player::reserveEntityExplodesOnHighExplosionCombo(p1)]]&lt;br /&gt;
**[[Player::setWantedLevelDifficulty|Player::setWantedLevelDifficulty(difficulty)]]&lt;br /&gt;
**[[Player::specialAbilityDeactivateFast|Player::specialAbilityDeactivateFast()]]&lt;br /&gt;
**[[Player::intToParticipantindex|Player::intToParticipantindex(value)]]&lt;br /&gt;
**[[Player::setAutoGiveParachuteWhenEnterPlane|Player::setAutoGiveParachuteWhenEnterPlane(toggle)]]&lt;br /&gt;
**[[Player::setPlayerClothPackageIndex|Player::setPlayerClothPackageIndex(index)]]&lt;br /&gt;
**[[Player::setPlayerSprint|Player::setPlayerSprint(toggle)]]&lt;br /&gt;
**[[Player::specialAbilityChargeNormalized|Player::specialAbilityChargeNormalized(normalizedValuep2)]]&lt;br /&gt;
**[[Player::getPlayerUnderwaterTimeRemaining|Player::getPlayerUnderwaterTimeRemaining()]]&lt;br /&gt;
**[[Player::restorePlayerStamina|Player::restorePlayerStamina(p1)]]&lt;br /&gt;
**[[Player::setPlayerParachuteTintIndex|Player::setPlayerParachuteTintIndex(tintIndex)]]&lt;br /&gt;
**[[Player::setSpecialAbilityMultiplier|Player::setSpecialAbilityMultiplier(multiplier)]]&lt;br /&gt;
**[[Player::setPlayerVehicleDamageModifier|Player::setPlayerVehicleDamageModifier(damageAmount)]]&lt;br /&gt;
**[[Player::resetPlayerStamina|Player::resetPlayerStamina()]]&lt;br /&gt;
**[[Player::setSwimMultiplierForPlayer|Player::setSwimMultiplierForPlayer(multiplier)]]&lt;br /&gt;
**[[Player::setMaxWantedLevel|Player::setMaxWantedLevel(maxWantedLevel)]]&lt;br /&gt;
**[[Player::startPlayerTeleport|Player::startPlayerTeleport(xyzheadingp5p6p7)]]&lt;br /&gt;
**[[Player::setPlayerMeleeWeaponDefenseModifier|Player::setPlayerMeleeWeaponDefenseModifier(modifier)]]&lt;br /&gt;
**[[Player::setPlayerReserveParachuteTintIndex|Player::setPlayerReserveParachuteTintIndex(index)]]&lt;br /&gt;
**[[Player::arePlayerFlashingStarsAboutToDrop|Player::arePlayerFlashingStarsAboutToDrop()]]&lt;br /&gt;
**[[Player::setPlayerTargetingMode|Player::setPlayerTargetingMode(targetMode)]]&lt;br /&gt;
**[[Player::isSpecialAbilityEnabled|Player::isSpecialAbilityEnabled()]]&lt;br /&gt;
**[[Player::setPlayerSneakingNoiseMultiplier|Player::setPlayerSneakingNoiseMultiplier(multiplier)]]&lt;br /&gt;
**[[Player::clearPlayerWantedLevel|Player::clearPlayerWantedLevel()]]&lt;br /&gt;
**[[Player::getPlayerInvincible|Player::getPlayerInvincible()]]&lt;br /&gt;
**[[Player::specialAbilityChargeAbsolute|Player::specialAbilityChargeAbsolute(p1p2)]]&lt;br /&gt;
**[[Player::resetWantedLevelDifficulty|Player::resetWantedLevelDifficulty()]]&lt;br /&gt;
**[[Player::forceCleanup|Player::forceCleanup(cleanupFlags)]]&lt;br /&gt;
**[[Player::giveAchievementToPlayer|Player::giveAchievementToPlayer(achievement)]]&lt;br /&gt;
**[[Player::startFiringAmnesty|Player::startFiringAmnesty(duration)]]&lt;br /&gt;
**[[Player::disablePlayerVehicleRewards|Player::disablePlayerVehicleRewards()]]&lt;br /&gt;
**[[Player::setAreasGeneratorOrientation|Player::setAreasGeneratorOrientation()]]&lt;br /&gt;
**[[Player::setPlayerSimulateAiming|Player::setPlayerSimulateAiming(toggle)]]&lt;br /&gt;
**[[Player::isSpecialAbilityUnlocked|Player::isSpecialAbilityUnlocked(playerModel)]]&lt;br /&gt;
**[[Player::hasForceCleanupOccurred|Player::hasForceCleanupOccurred(cleanupFlags)]]&lt;br /&gt;
**[[Player::setAirDragMultiplierForPlayersVehicle|Player::setAirDragMultiplierForPlayersVehicle(multiplier)]]&lt;br /&gt;
**[[Player::setPlayerWeaponDamageModifier|Player::setPlayerWeaponDamageModifier(damageAmount)]]&lt;br /&gt;
**[[Player::setPlayerCanUseCover|Player::setPlayerCanUseCover(toggle)]]&lt;br /&gt;
**[[Player::getTimeSincePlayerDroveOnPavement|Player::getTimeSincePlayerDroveOnPavement()]]&lt;br /&gt;
**[[Player::hasPlayerLeftTheWorld|Player::hasPlayerLeftTheWorld()]]&lt;br /&gt;
**[[Player::getPlayerReserveParachuteTintIndex|Player::getPlayerReserveParachuteTintIndex(index)]]&lt;br /&gt;
**[[Player::setPlayerCanBeHassledByGangs|Player::setPlayerCanBeHassledByGangs(toggle)]]&lt;br /&gt;
**[[Player::specialAbilityDeactivate|Player::specialAbilityDeactivate()]]&lt;br /&gt;
**[[Player::hasPlayerBeenSpottedInStolenVehicle|Player::hasPlayerBeenSpottedInStolenVehicle()]]&lt;br /&gt;
**[[Player::setPlayerParachuteVariationOverride|Player::setPlayerParachuteVariationOverride(p1p2p3p4)]]&lt;br /&gt;
**[[Player::setDispatchCopsForPlayer|Player::setDispatchCopsForPlayer(toggle)]]&lt;br /&gt;
**[[Player::getTimeSincePlayerDroveAgainstTraffic|Player::getTimeSincePlayerDroveAgainstTraffic()]]&lt;br /&gt;
**[[Player::setPlayerNoiseMultiplier|Player::setPlayerNoiseMultiplier(multiplier)]]&lt;br /&gt;
**[[Player::setPlayerParachutePackModelOverride|Player::setPlayerParachutePackModelOverride(model)]]&lt;br /&gt;
**[[Player::isPlayerFreeForAmbientTask|Player::isPlayerFreeForAmbientTask()]]&lt;br /&gt;
**[[Player::setHudAnimStopLevel|Player::setHudAnimStopLevel(toggle)]]&lt;br /&gt;
**[[Player::canPlayerStartMission|Player::canPlayerStartMission()]]&lt;br /&gt;
**[[Player::setPlayerWantedLevelNow|Player::setPlayerWantedLevelNow(p1)]]&lt;br /&gt;
**[[Player::hasPlayerTeleportFinished|Player::hasPlayerTeleportFinished()]]&lt;br /&gt;
**[[Player::getPlayerWantedLevel|Player::getPlayerWantedLevel()]]&lt;br /&gt;
**[[Player::getTimeSincePlayerHitPed|Player::getTimeSincePlayerHitPed()]]&lt;br /&gt;
**[[Player::hasPlayerDamagedAtLeastOneNonAnimalPed|Player::hasPlayerDamagedAtLeastOneNonAnimalPed()]]&lt;br /&gt;
**[[Player::getPlayerRgbColour|Player::getPlayerRgbColour(rgb)]]&lt;br /&gt;
**[[Player::reportCrime|Player::reportCrime(crimeTypewantedLvlThresh)]]&lt;br /&gt;
**[[Player::specialAbilityChargeContinuous|Player::specialAbilityChargeContinuous(p1)]]&lt;br /&gt;
**[[Player::playerAttachVirtualBound|Player::playerAttachVirtualBound(p0, p1, p2, p3, p4, p5, p6, p7)]]&lt;br /&gt;
**[[Player::getPlayerParachuteSmokeTrailColor|Player::getPlayerParachuteSmokeTrailColor(rgb)]]&lt;br /&gt;
**[[Player::clearPlayerHasDamagedAtLeastOnePed|Player::clearPlayerHasDamagedAtLeastOnePed()]]&lt;br /&gt;
**[[Player::specialAbilityChargeMedium|Player::specialAbilityChargeMedium(p1p2)]]&lt;br /&gt;
**[[Player::specialAbilityUnlock|Player::specialAbilityUnlock(playerModel)]]&lt;br /&gt;
**[[Player::canPedHearPlayer|Player::canPedHearPlayer(ped)]]&lt;br /&gt;
**[[Player::removePlayerHelmet|Player::removePlayerHelmet(p2)]]&lt;br /&gt;
**[[Player::setPlayerCanLeaveParachuteSmokeTrail|Player::setPlayerCanLeaveParachuteSmokeTrail(enabled)]]&lt;br /&gt;
**[[Player::specialAbilityChargeLarge|Player::specialAbilityChargeLarge(p1p2)]]&lt;br /&gt;
**[[Player::forceCleanupForThreadWithThisId|Player::forceCleanupForThreadWithThisId(id, cleanupFlags)]]&lt;br /&gt;
**[[Player::isPlayerPressingHorn|Player::isPlayerPressingHorn()]]&lt;br /&gt;
**[[Player::getWantedLevelThreshold|Player::getWantedLevelThreshold(wantedLevel)]]&lt;br /&gt;
&lt;br /&gt;
==Rope==&lt;br /&gt;
**[[Rope::setDisableFragDamage|Rope::setDisableFragDamage(object, toggle)]]&lt;br /&gt;
**[[Rope::startRopeWinding|Rope::startRopeWinding(rope)]]&lt;br /&gt;
**[[Rope::getRopeLastVertexCoord|Rope::getRopeLastVertexCoord(rope)]]&lt;br /&gt;
**[[Rope::pinRopeVertex|Rope::pinRopeVertex(rope, vertex, x, y, z)]]&lt;br /&gt;
**[[Rope::breakEntityGlass|Rope::breakEntityGlass(p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10)]]&lt;br /&gt;
**[[Rope::getRopeVertexCount|Rope::getRopeVertexCount(rope)]]&lt;br /&gt;
**[[Rope::attachEntitiesToRope|Rope::attachEntitiesToRope(rope, ent1, ent2, ent1_x, ent1_y, ent1_z, ent2_x, ent2_y, ent2_z, length, p10, p11, p12, p13)]]&lt;br /&gt;
**[[Rope::attachRopeToEntity|Rope::attachRopeToEntity(rope, entity, x, y, z, p5)]]&lt;br /&gt;
**[[Rope::unpinRopeVertex|Rope::unpinRopeVertex(rope, vertex)]]&lt;br /&gt;
**[[Rope::deleteRope|Rope::deleteRope(rope)]]&lt;br /&gt;
**[[Rope::ropeConvertToSimple|Rope::ropeConvertToSimple(rope)]]&lt;br /&gt;
**[[Rope::startRopeUnwindingFront|Rope::startRopeUnwindingFront(rope)]]&lt;br /&gt;
**[[Rope::setDisableBreaking|Rope::setDisableBreaking(rope, enabled)]]&lt;br /&gt;
**[[Rope::getRopeLength|Rope::getRopeLength(rope)]]&lt;br /&gt;
**[[Rope::getCgoffset|Rope::getCgoffset(rope)]]&lt;br /&gt;
**[[Rope::deleteChildRope|Rope::deleteChildRope(rope)]]&lt;br /&gt;
**[[Rope::detachRopeFromEntity|Rope::detachRopeFromEntity(rope, entity)]]&lt;br /&gt;
**[[Rope::setCgAtBoundcenter|Rope::setCgAtBoundcenter(rope)]]&lt;br /&gt;
**[[Rope::ropeResetLength|Rope::ropeResetLength(rope, length)]]&lt;br /&gt;
**[[Rope::ropeSetUpdatePinverts|Rope::ropeSetUpdatePinverts(rope)]]&lt;br /&gt;
**[[Rope::stopRopeWinding|Rope::stopRopeWinding(rope)]]&lt;br /&gt;
**[[Rope::loadRopeData|Rope::loadRopeData(rope, rope_preset)]]&lt;br /&gt;
**[[Rope::ropeForceLength|Rope::ropeForceLength(rope, length)]]&lt;br /&gt;
**[[Rope::setCgoffset|Rope::setCgoffset(rope, x, y, z)]]&lt;br /&gt;
**[[Rope::applyImpulseToCloth|Rope::applyImpulseToCloth(posX, posY, posZ, vecX, vecY, vecZ, impulse)]]&lt;br /&gt;
**[[Rope::addRope|Rope::addRope(x, y, z, rotX, rotY, rotZ, length, ropeType, maxLength, minLength, p10, p11, p12, rigid, p14, breakWhenShot, unkPtr)]]&lt;br /&gt;
**[[Rope::getRopeVertexCoord|Rope::getRopeVertexCoord(rope, vertex)]]&lt;br /&gt;
**[[Rope::setDamping|Rope::setDamping(rope, vertex, value)]]&lt;br /&gt;
**[[Rope::ropeDrawShadowEnabled|Rope::ropeDrawShadowEnabled(rope, toggle)]]&lt;br /&gt;
**[[Rope::doesRopeExist|Rope::doesRopeExist(rope)]]&lt;br /&gt;
**[[Rope::stopRopeUnwindingFront|Rope::stopRopeUnwindingFront(rope)]]&lt;br /&gt;
&lt;br /&gt;
==Script==&lt;br /&gt;
**[[Script::getThreadName|Script::getThreadName(threadId)]]&lt;br /&gt;
**[[Script::getEventData|Script::getEventData(p0, eventIndex, eventData, p3)]]&lt;br /&gt;
**[[Script::getNumberOfInstancesOfStreamedScript|Script::getNumberOfInstancesOfStreamedScript(scriptHash)]]&lt;br /&gt;
**[[Script::isThreadActive|Script::isThreadActive(threadId)]]&lt;br /&gt;
**[[Script::setNoLoadingScreen|Script::setNoLoadingScreen(toggle)]]&lt;br /&gt;
**[[Script::triggerScriptEvent|Script::triggerScriptEvent(p0, argsStruct, argsStructSize, bitset)]]&lt;br /&gt;
**[[Script::hasStreamedScriptLoaded|Script::hasStreamedScriptLoaded(scriptHash)]]&lt;br /&gt;
**[[Script::getNumberOfEvents|Script::getNumberOfEvents(p0)]]&lt;br /&gt;
**[[Script::requestScript|Script::requestScript(scriptName)]]&lt;br /&gt;
**[[Script::getEventExists|Script::getEventExists(p0, eventIndex)]]&lt;br /&gt;
**[[Script::setStreamedScriptAsNoLongerNeeded|Script::setStreamedScriptAsNoLongerNeeded(scriptHash)]]&lt;br /&gt;
**[[Script::terminateThread|Script::terminateThread(threadId)]]&lt;br /&gt;
**[[Script::setScriptAsNoLongerNeeded|Script::setScriptAsNoLongerNeeded(scriptName)]]&lt;br /&gt;
**[[Script::requestStreamedScript|Script::requestStreamedScript(scriptHash)]]&lt;br /&gt;
**[[Script::getEventAtIndex|Script::getEventAtIndex(p0, eventIndex)]]&lt;br /&gt;
**[[Script::hasScriptLoaded|Script::hasScriptLoaded(scriptName)]]&lt;br /&gt;
**[[Script::isStreamedScriptRunning|Script::isStreamedScriptRunning(scriptHash)]]&lt;br /&gt;
**[[Script::doesScriptExist|Script::doesScriptExist(scriptName)]]&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
**[[Stats::statSlotIsLoaded|Stats::statSlotIsLoaded(p0)]]&lt;br /&gt;
**[[Stats::playstatsFriendActivity|Stats::playstatsFriendActivity(p0, p1)]]&lt;br /&gt;
**[[Stats::statGetBoolMasked|Stats::statGetBoolMasked(statName, mask, p2)]]&lt;br /&gt;
**[[Stats::leaderboardsGetNumberOfColumns|Stats::leaderboardsGetNumberOfColumns(p0, p1)]]&lt;br /&gt;
**[[Stats::statGetBool|Stats::statGetBool(statHash, outValue, p2)]]&lt;br /&gt;
**[[Stats::playstatsShopItem|Stats::playstatsShopItem(p0, p1, p2, p3, p4)]]&lt;br /&gt;
**[[Stats::statSetGxtLabel|Stats::statSetGxtLabel(statName, value, save)]]&lt;br /&gt;
**[[Stats::statGetUserId|Stats::statGetUserId(p0)]]&lt;br /&gt;
**[[Stats::statSetDate|Stats::statSetDate(statName, value, numFields, save)]]&lt;br /&gt;
**[[Stats::statGetNumberOfSeconds|Stats::statGetNumberOfSeconds(statName)]]&lt;br /&gt;
**[[Stats::leaderboardsReadSuccessful|Stats::leaderboardsReadSuccessful(p0, p1, p2)]]&lt;br /&gt;
**[[Stats::playstatsClothChange|Stats::playstatsClothChange(p0, p1, p2, p3, p4)]]&lt;br /&gt;
**[[Stats::statGetPos|Stats::statGetPos(p0, p1, p2, p3, p4)]]&lt;br /&gt;
**[[Stats::playstatsAwardXp|Stats::playstatsAwardXp(p0, p1, p2)]]&lt;br /&gt;
**[[Stats::statSetFloat|Stats::statSetFloat(statName, value, save)]]&lt;br /&gt;
**[[Stats::statDeleteSlot|Stats::statDeleteSlot(p0)]]&lt;br /&gt;
**[[Stats::statSetBool|Stats::statSetBool(statName, value, save)]]&lt;br /&gt;
**[[Stats::statGetLicensePlate|Stats::statGetLicensePlate(statName)]]&lt;br /&gt;
**[[Stats::statSetBoolMasked|Stats::statSetBoolMasked(statName, value, mask, save)]]&lt;br /&gt;
**[[Stats::leaderboards2ReadByRadius|Stats::leaderboards2ReadByRadius(p0, p1, p2)]]&lt;br /&gt;
**[[Stats::playstatsCheatApplied|Stats::playstatsCheatApplied(cheat)]]&lt;br /&gt;
**[[Stats::statGetMaskedInt|Stats::statGetMaskedInt(p0, p1, p2, p3, p4)]]&lt;br /&gt;
**[[Stats::statSetProfileSetting|Stats::statSetProfileSetting(profileSetting, value)]]&lt;br /&gt;
**[[Stats::playstatsOddjobDone|Stats::playstatsOddjobDone(p0, p1, p2)]]&lt;br /&gt;
**[[Stats::statSetLicensePlate|Stats::statSetLicensePlate(statName, str)]]&lt;br /&gt;
**[[Stats::statGetNumberOfMinutes|Stats::statGetNumberOfMinutes(statName)]]&lt;br /&gt;
**[[Stats::statGetInt|Stats::statGetInt(statHash, outValue, p2)]]&lt;br /&gt;
**[[Stats::statSetMaskedInt|Stats::statSetMaskedInt(statName, p1, p2, p3, save)]]&lt;br /&gt;
**[[Stats::playstatsMissionOver|Stats::playstatsMissionOver(p0, p1, p2, p3, p4, p5)]]&lt;br /&gt;
**[[Stats::leaderboardsReadClear|Stats::leaderboardsReadClear(p0, p1, p2)]]&lt;br /&gt;
**[[Stats::leaderboards2ReadByScoreInt|Stats::leaderboards2ReadByScoreInt(p0, p1, p2)]]&lt;br /&gt;
**[[Stats::statGetDate|Stats::statGetDate(statHash, p1, p2, p3)]]&lt;br /&gt;
**[[Stats::statSetUserId|Stats::statSetUserId(statName, value, save)]]&lt;br /&gt;
**[[Stats::leaderboardsGetCacheDataRow|Stats::leaderboardsGetCacheDataRow(p0, p1, p2)]]&lt;br /&gt;
**[[Stats::leaderboards2ReadFriendsByRow|Stats::leaderboards2ReadFriendsByRow(p0, p1, p2, p3, p4, p5)]]&lt;br /&gt;
**[[Stats::playstatsNpcInvite|Stats::playstatsNpcInvite(p0)]]&lt;br /&gt;
**[[Stats::statIncrement|Stats::statIncrement(statName, value)]]&lt;br /&gt;
**[[Stats::playstatsRaceCheckpoint|Stats::playstatsRaceCheckpoint(p0, p1, p2, p3, p4)]]&lt;br /&gt;
**[[Stats::leaderboardsGetCacheExists|Stats::leaderboardsGetCacheExists(p0)]]&lt;br /&gt;
**[[Stats::statLoadPending|Stats::statLoadPending(p0)]]&lt;br /&gt;
**[[Stats::statLoad|Stats::statLoad(p0)]]&lt;br /&gt;
**[[Stats::statSetString|Stats::statSetString(statName, value, save)]]&lt;br /&gt;
**[[Stats::leaderboards2ReadByRow|Stats::leaderboards2ReadByRow(p0, p1, p2, p3, p4, p5, p6)]]&lt;br /&gt;
**[[Stats::leaderboardsReadPending|Stats::leaderboardsReadPending(p0, p1, p2)]]&lt;br /&gt;
**[[Stats::leaderboards2WriteData|Stats::leaderboards2WriteData(p0)]]&lt;br /&gt;
**[[Stats::statSetInt|Stats::statSetInt(statName, value, save)]]&lt;br /&gt;
**[[Stats::leaderboardsCacheDataRow|Stats::leaderboardsCacheDataRow(p0)]]&lt;br /&gt;
**[[Stats::leaderboards2ReadByRank|Stats::leaderboards2ReadByRank(p0, p1, p2)]]&lt;br /&gt;
**[[Stats::playstatsPropChange|Stats::playstatsPropChange(p0, p1, p2, p3)]]&lt;br /&gt;
**[[Stats::playstatsMatchStarted|Stats::playstatsMatchStarted(p0, p1, p2, p3, p4, p5, p6)]]&lt;br /&gt;
**[[Stats::leaderboardsGetColumnType|Stats::leaderboardsGetColumnType(p0, p1, p2)]]&lt;br /&gt;
**[[Stats::playstatsMissionStarted|Stats::playstatsMissionStarted(p0, p1, p2, p3)]]&lt;br /&gt;
**[[Stats::statSetCurrentPosixTime|Stats::statSetCurrentPosixTime(statName, p1)]]&lt;br /&gt;
**[[Stats::leaderboards2ReadByHandle|Stats::leaderboards2ReadByHandle(p0, p1)]]&lt;br /&gt;
**[[Stats::leaderboardsGetColumnId|Stats::leaderboardsGetColumnId(p0, p1, p2)]]&lt;br /&gt;
**[[Stats::playstatsRankUp|Stats::playstatsRankUp(p0)]]&lt;br /&gt;
**[[Stats::playstatsMissionCheckpoint|Stats::playstatsMissionCheckpoint(p0, p1, p2, p3)]]&lt;br /&gt;
**[[Stats::statGetFloat|Stats::statGetFloat(statHash, outValue, p2)]]&lt;br /&gt;
**[[Stats::statSetPos|Stats::statSetPos(statName, x, y, z, save)]]&lt;br /&gt;
**[[Stats::playstatsWebsiteVisited|Stats::playstatsWebsiteVisited(scaleformHash, p1)]]&lt;br /&gt;
**[[Stats::statSave|Stats::statSave(p0, p1, p2)]]&lt;br /&gt;
**[[Stats::statGetNumberOfDays|Stats::statGetNumberOfDays(statName)]]&lt;br /&gt;
**[[Stats::statGetString|Stats::statGetString(statHash, p1)]]&lt;br /&gt;
**[[Stats::leaderboards2ReadByScoreFloat|Stats::leaderboards2ReadByScoreFloat(p0, p1, p2)]]&lt;br /&gt;
**[[Stats::statClearSlotForReload|Stats::statClearSlotForReload(statSlot)]]&lt;br /&gt;
**[[Stats::leaderboardsGetCacheTime|Stats::leaderboardsGetCacheTime(p0)]]&lt;br /&gt;
**[[Stats::statGetNumberOfHours|Stats::statGetNumberOfHours(statName)]]&lt;br /&gt;
&lt;br /&gt;
==Streaming==&lt;br /&gt;
**[[Streaming::removeClipSet|Streaming::removeClipSet(clipSet)]]&lt;br /&gt;
**[[Streaming::requestCollisionAtCoord|Streaming::requestCollisionAtCoord(x, y, z)]]&lt;br /&gt;
**[[Streaming::removeAnimSet|Streaming::removeAnimSet(animSet)]]&lt;br /&gt;
**[[Streaming::isModelAVehicle|Streaming::isModelAVehicle(model)]]&lt;br /&gt;
**[[Streaming::newLoadSceneStart|Streaming::newLoadSceneStart(p0, p1, p2, p3, p4, p5, p6, p7)]]&lt;br /&gt;
**[[Streaming::setUnkCameraSettings|Streaming::setUnkCameraSettings(x, y, z, rad, p4, p5)]]&lt;br /&gt;
**[[Streaming::hasCollisionForModelLoaded|Streaming::hasCollisionForModelLoaded(model)]]&lt;br /&gt;
**[[Streaming::doesAnimDictExist|Streaming::doesAnimDictExist(animDict)]]&lt;br /&gt;
**[[Streaming::hasClipSetLoaded|Streaming::hasClipSetLoaded(clipSet)]]&lt;br /&gt;
**[[Streaming::isModelInCdimage|Streaming::isModelInCdimage(model)]]&lt;br /&gt;
**[[Streaming::prefetchSrl|Streaming::prefetchSrl(p0)]]&lt;br /&gt;
**[[Streaming::requestIpl|Streaming::requestIpl(iplName)]]&lt;br /&gt;
**[[Streaming::setDitchPoliceModels|Streaming::setDitchPoliceModels(toggle)]]&lt;br /&gt;
**[[Streaming::loadScene|Streaming::loadScene(x, y, z)]]&lt;br /&gt;
**[[Streaming::removeNamedPtfxAsset|Streaming::removeNamedPtfxAsset(fxName)]]&lt;br /&gt;
**[[Streaming::setStreaming|Streaming::setStreaming(toggle)]]&lt;br /&gt;
**[[Streaming::requestAnimSet|Streaming::requestAnimSet(animSet)]]&lt;br /&gt;
**[[Streaming::setGamePausesForStreaming|Streaming::setGamePausesForStreaming(toggle)]]&lt;br /&gt;
**[[Streaming::setReducePedModelBudget|Streaming::setReducePedModelBudget(toggle)]]&lt;br /&gt;
**[[Streaming::setReduceVehicleModelBudget|Streaming::setReduceVehicleModelBudget(toggle)]]&lt;br /&gt;
**[[Streaming::hasNamedPtfxAssetLoaded|Streaming::hasNamedPtfxAssetLoaded(fxName)]]&lt;br /&gt;
**[[Streaming::isIplActive|Streaming::isIplActive(iplName)]]&lt;br /&gt;
**[[Streaming::setPedPopulationBudget|Streaming::setPedPopulationBudget(p0)]]&lt;br /&gt;
**[[Streaming::requestCollisionForModel|Streaming::requestCollisionForModel(model)]]&lt;br /&gt;
**[[Streaming::requestModel|Streaming::requestModel(model)]]&lt;br /&gt;
**[[Streaming::hasModelLoaded|Streaming::hasModelLoaded(model)]]&lt;br /&gt;
**[[Streaming::requestModel2|Streaming::requestModel2(model)]]&lt;br /&gt;
**[[Streaming::setSrlTime|Streaming::setSrlTime(p0)]]&lt;br /&gt;
**[[Streaming::newLoadSceneStartSafe|Streaming::newLoadSceneStartSafe(p0, p1, p2, p3, p4)]]&lt;br /&gt;
**[[Streaming::getIdealPlayerSwitchType|Streaming::getIdealPlayerSwitchType(x1, y1, z1, x2, y2, z2)]]&lt;br /&gt;
**[[Streaming::requestNamedPtfxAsset|Streaming::requestNamedPtfxAsset(fxName)]]&lt;br /&gt;
**[[Streaming::setHdArea|Streaming::setHdArea(x, y, z, ground)]]&lt;br /&gt;
**[[Streaming::setFocusArea|Streaming::setFocusArea(x, y, z, offsetX, offsetY, offsetZ)]]&lt;br /&gt;
**[[Streaming::isModelValid|Streaming::isModelValid(model)]]&lt;br /&gt;
**[[Streaming::setPlayerSwitchLocation|Streaming::setPlayerSwitchLocation(p0, p1, p2, p3, p4, p5, p6, p7, p8)]]&lt;br /&gt;
**[[Streaming::hasAnimSetLoaded|Streaming::hasAnimSetLoaded(animSet)]]&lt;br /&gt;
**[[Streaming::requestAdditionalCollisionAtCoord|Streaming::requestAdditionalCollisionAtCoord(p0, p1, p2)]]&lt;br /&gt;
**[[Streaming::setVehiclePopulationBudget|Streaming::setVehiclePopulationBudget(p0)]]&lt;br /&gt;
**[[Streaming::hasAnimDictLoaded|Streaming::hasAnimDictLoaded(animDict)]]&lt;br /&gt;
**[[Streaming::requestClipSet|Streaming::requestClipSet(clipSet)]]&lt;br /&gt;
**[[Streaming::requestAnimDict|Streaming::requestAnimDict(animDict)]]&lt;br /&gt;
**[[Streaming::setInteriorActive|Streaming::setInteriorActive(interiorID, toggle)]]&lt;br /&gt;
**[[Streaming::setModelAsNoLongerNeeded|Streaming::setModelAsNoLongerNeeded(model)]]&lt;br /&gt;
**[[Streaming::removeIpl|Streaming::removeIpl(iplName)]]&lt;br /&gt;
**[[Streaming::removeAnimDict|Streaming::removeAnimDict(animDict)]]&lt;br /&gt;
**[[Streaming::startPlayerSwitch|Streaming::startPlayerSwitch(from, to, flags, switchType)]]&lt;br /&gt;
&lt;br /&gt;
==System==&lt;br /&gt;
**[[System::sin|System::sin(value)]]&lt;br /&gt;
**[[System::ceil|System::ceil(value)]]&lt;br /&gt;
**[[System::vdist|System::vdist(x1, y1, z1, x2, y2, z2)]]&lt;br /&gt;
**[[System::wait|System::wait(ms)]]&lt;br /&gt;
**[[System::settimerb|System::settimerb(value)]]&lt;br /&gt;
**[[System::vmag|System::vmag(p0, p1, p2)]]&lt;br /&gt;
**[[System::sqrt|System::sqrt(value)]]&lt;br /&gt;
**[[System::shiftRight|System::shiftRight(value, bitShift)]]&lt;br /&gt;
**[[System::vmag2|System::vmag2(p0, p1, p2)]]&lt;br /&gt;
**[[System::vdist2|System::vdist2(x1, y1, z1, x2, y2, z2)]]&lt;br /&gt;
**[[System::startNewScriptWithArgs|System::startNewScriptWithArgs(scriptName, args, argCount, stackSize)]]&lt;br /&gt;
**[[System::toFloat|System::toFloat(value)]]&lt;br /&gt;
**[[System::settimera|System::settimera(value)]]&lt;br /&gt;
**[[System::startNewStreamedScriptWithArgs|System::startNewStreamedScriptWithArgs(scriptHash, args, argCount, stackSize)]]&lt;br /&gt;
**[[System::cos|System::cos(value)]]&lt;br /&gt;
**[[System::pow|System::pow(base, exponent)]]&lt;br /&gt;
**[[System::startNewScript|System::startNewScript(scriptName, stackSize)]]&lt;br /&gt;
**[[System::startNewStreamedScript|System::startNewStreamedScript(scriptHash, stackSize)]]&lt;br /&gt;
**[[System::shiftLeft|System::shiftLeft(value, bitShift)]]&lt;br /&gt;
**[[System::round|System::round(value)]]&lt;br /&gt;
**[[System::floor|System::floor(value)]]&lt;br /&gt;
&lt;br /&gt;
==Time==&lt;br /&gt;
**[[Time::pauseClock|Time::pauseClock(toggle)]]&lt;br /&gt;
**[[Time::setClockTime|Time::setClockTime(hour, minute, second)]]&lt;br /&gt;
**[[Time::getLocalTime|Time::getLocalTime(year, month, day, hour, minute, second)]]&lt;br /&gt;
**[[Time::getLocalTimeGmt|Time::getLocalTimeGmt(year, month, day, hour, minute, second)]]&lt;br /&gt;
**[[Time::setClockDate|Time::setClockDate(day, month, year)]]&lt;br /&gt;
**[[Time::advanceClockTimeTo|Time::advanceClockTimeTo(hour, minute, second)]]&lt;br /&gt;
**[[Time::addToClockTime|Time::addToClockTime(hours, minutes, seconds)]]&lt;br /&gt;
**[[Time::getPosixTime|Time::getPosixTime(year, month, day, hour, minute, second)]]&lt;br /&gt;
&lt;br /&gt;
==Ui==&lt;br /&gt;
**[[Ui::hasAdditionalTextLoaded|Ui::hasAdditionalTextLoaded(slot)]]&lt;br /&gt;
**[[Ui::flashAbilityBar|Ui::flashAbilityBar(p0)]]&lt;br /&gt;
**[[Ui::setTextProportional|Ui::setTextProportional(p0)]]&lt;br /&gt;
**[[Ui::addTextComponentInteger|Ui::addTextComponentInteger(value)]]&lt;br /&gt;
**[[Ui::setPlayerCashChange|Ui::setPlayerCashChange(cash, bank)]]&lt;br /&gt;
**[[Ui::setTextScale|Ui::setTextScale(p0, size)]]&lt;br /&gt;
**[[Ui::setRadarZoom|Ui::setRadarZoom(zoomLevel)]]&lt;br /&gt;
**[[Ui::showHudComponentThisFrame|Ui::showHudComponentThisFrame(id)]]&lt;br /&gt;
**[[Ui::addTextComponentSubstringCash|Ui::addTextComponentSubstringCash(cashAmount, p1)]]&lt;br /&gt;
**[[Ui::restartFrontendMenu|Ui::restartFrontendMenu(menuHash, p1)]]&lt;br /&gt;
**[[Ui::addTextComponentSubstringTime|Ui::addTextComponentSubstringTime(timestamp, flags)]]&lt;br /&gt;
**[[Ui::isNamedRendertargetLinked|Ui::isNamedRendertargetLinked(hash)]]&lt;br /&gt;
**[[Ui::lockMinimapPosition|Ui::lockMinimapPosition(x, y)]]&lt;br /&gt;
**[[Ui::getTextSubstring|Ui::getTextSubstring(text, position, length)]]&lt;br /&gt;
**[[Ui::addTextComponentSubstringLocalized|Ui::addTextComponentSubstringLocalized(gxtEntryHash)]]&lt;br /&gt;
**[[Ui::setNotificationFlashColor|Ui::setNotificationFlashColor(red, green, blue, alpha)]]&lt;br /&gt;
**[[Ui::keyHudColour|Ui::keyHudColour(p0, p1)]]&lt;br /&gt;
**[[Ui::getNamedRendertargetRenderId|Ui::getNamedRendertargetRenderId(p0)]]&lt;br /&gt;
**[[Ui::doesTextBlockExist|Ui::doesTextBlockExist(gxt)]]&lt;br /&gt;
**[[Ui::setNotificationMessage|Ui::setNotificationMessage(picName1, picName2, flash, iconType, sender, subject)]]&lt;br /&gt;
**[[Ui::setTextChatUnk|Ui::setTextChatUnk(p0)]]&lt;br /&gt;
**[[Ui::setNotificationTextEntry|Ui::setNotificationTextEntry(type)]]&lt;br /&gt;
**[[Ui::getHudComponentPosition|Ui::getHudComponentPosition(p0)]]&lt;br /&gt;
**[[Ui::setRadarBigmapEnabled|Ui::setRadarBigmapEnabled(toggleBigMap, showFullMap)]]&lt;br /&gt;
**[[Ui::displayHelpTextFromStringLabel|Ui::displayHelpTextFromStringLabel(p0, loop, beep, shape)]]&lt;br /&gt;
**[[Ui::setTextEntry|Ui::setTextEntry(text)]]&lt;br /&gt;
**[[Ui::displayAreaName|Ui::displayAreaName(toggle)]]&lt;br /&gt;
**[[Ui::lockMinimapAngle|Ui::lockMinimapAngle(angle)]]&lt;br /&gt;
**[[Ui::clearAdditionalText|Ui::clearAdditionalText(p0, p1)]]&lt;br /&gt;
**[[Ui::drawNotification|Ui::drawNotification(blink, p1)]]&lt;br /&gt;
**[[Ui::setGpsFlashes|Ui::setGpsFlashes(toggle)]]&lt;br /&gt;
**[[Ui::drawNotification3|Ui::drawNotification3(blink, p1)]]&lt;br /&gt;
**[[Ui::hideSpecialAbilityLockonOperation|Ui::hideSpecialAbilityLockonOperation(p0, p1)]]&lt;br /&gt;
**[[Ui::setTextEdge|Ui::setTextEdge(p0, r, g, b, a)]]&lt;br /&gt;
**[[Ui::objectDecalToggle|Ui::objectDecalToggle(hash)]]&lt;br /&gt;
**[[Ui::drawNotification2|Ui::drawNotification2(blink, p1)]]&lt;br /&gt;
**[[Ui::resetHudComponentValues|Ui::resetHudComponentValues(id)]]&lt;br /&gt;
**[[Ui::setTextDropshadow|Ui::setTextDropshadow(distance, r, g, b, a)]]&lt;br /&gt;
**[[Ui::addBlipForRadius|Ui::addBlipForRadius(posX, posY, posZ, radius)]]&lt;br /&gt;
**[[Ui::enableDeathbloodSeethrough|Ui::enableDeathbloodSeethrough(p0)]]&lt;br /&gt;
**[[Ui::setTextJustification|Ui::setTextJustification(justifyType)]]&lt;br /&gt;
**[[Ui::hasHeadDisplayLoaded|Ui::hasHeadDisplayLoaded(headDisplayId)]]&lt;br /&gt;
**[[Ui::clearFloatingHelp|Ui::clearFloatingHelp(p0, p1)]]&lt;br /&gt;
**[[Ui::setTextGxtEntry|Ui::setTextGxtEntry(entry)]]&lt;br /&gt;
**[[Ui::setNotificationMessageClanTag2|Ui::setNotificationMessageClanTag2(picName1, picName2, flash, iconType1, sender, subject, duration, clanTag, iconType2, p9)]]&lt;br /&gt;
**[[Ui::setTextEntryForWidth|Ui::setTextEntryForWidth(text)]]&lt;br /&gt;
**[[Ui::registerNamedRendertarget|Ui::registerNamedRendertarget(p0, p1)]]&lt;br /&gt;
**[[Ui::setMinimapBlockWaypoint|Ui::setMinimapBlockWaypoint(toggle)]]&lt;br /&gt;
**[[Ui::addTrevorRandomModifier|Ui::addTrevorRandomModifier(headDisplayId)]]&lt;br /&gt;
**[[Ui::setRadarAsInteriorThisFrame|Ui::setRadarAsInteriorThisFrame(interior, x, y, z, p4)]]&lt;br /&gt;
**[[Ui::addBlipForCoord|Ui::addBlipForCoord(x, y, z)]]&lt;br /&gt;
**[[Ui::setGpsFlags|Ui::setGpsFlags(p0, p1)]]&lt;br /&gt;
**[[Ui::setNotificationMessageClanTag|Ui::setNotificationMessageClanTag(picName1, picName2, flash, iconType, sender, subject, duration, clanTag)]]&lt;br /&gt;
**[[Ui::setTextRenderId|Ui::setTextRenderId(renderId)]]&lt;br /&gt;
**[[Ui::setMissionName|Ui::setMissionName(p0, name)]]&lt;br /&gt;
**[[Ui::requestAdditionalText2|Ui::requestAdditionalText2(gxt, slot)]]&lt;br /&gt;
**[[Ui::addNextMessageToPreviousBriefs|Ui::addNextMessageToPreviousBriefs(p0)]]&lt;br /&gt;
**[[Ui::setTextWrap|Ui::setTextWrap(start, end)]]&lt;br /&gt;
**[[Ui::setHeadDisplayFlag|Ui::setHeadDisplayFlag(headDisplayId, sprite, toggle)]]&lt;br /&gt;
**[[Ui::setTextFont|Ui::setTextFont(fontType)]]&lt;br /&gt;
**[[Ui::hideHudComponentThisFrame|Ui::hideHudComponentThisFrame(id)]]&lt;br /&gt;
**[[Ui::toggleStealthRadar|Ui::toggleStealthRadar(toggle)]]&lt;br /&gt;
**[[Ui::setTextRightJustify|Ui::setTextRightJustify(toggle)]]&lt;br /&gt;
**[[Ui::addTextComponentSubstringPlayerName|Ui::addTextComponentSubstringPlayerName(text)]]&lt;br /&gt;
**[[Ui::isMinimapAreaRevealed|Ui::isMinimapAreaRevealed(x, y, radius)]]&lt;br /&gt;
**[[Ui::setWarningMessage3|Ui::setWarningMessage3(entryHeader, entryLine1, instructionalKey, entryLine2, p4, p5, p6, p7, p8, p9)]]&lt;br /&gt;
**[[Ui::requestAdditionalText|Ui::requestAdditionalText(gxt, slot)]]&lt;br /&gt;
**[[Ui::setFrontendActive|Ui::setFrontendActive(active)]]&lt;br /&gt;
**[[Ui::setMinimapComponent|Ui::setMinimapComponent(p0, p1, p2)]]&lt;br /&gt;
**[[Ui::setPlayerBlipPositionThisFrame|Ui::setPlayerBlipPositionThisFrame(x, y)]]&lt;br /&gt;
**[[Ui::isNamedRendertargetRegistered|Ui::isNamedRendertargetRegistered(p0)]]&lt;br /&gt;
**[[Ui::setWarningMessage|Ui::setWarningMessage(entryLine1, instructionalKey, entryLine2, p3, p4, p5, p6, background)]]&lt;br /&gt;
**[[Ui::getLabelText|Ui::getLabelText(labelName)]]&lt;br /&gt;
**[[Ui::getHudColour|Ui::getHudColour(hudIndex, r, g, b, a)]]&lt;br /&gt;
**[[Ui::getLengthOfStringWithThisTextLabel|Ui::getLengthOfStringWithThisTextLabel(gxt)]]&lt;br /&gt;
**[[Ui::setTextComponentFormat|Ui::setTextComponentFormat(inputType)]]&lt;br /&gt;
**[[Ui::getTextScreenWidth|Ui::getTextScreenWidth(p0)]]&lt;br /&gt;
**[[Ui::removeBlip|Ui::removeBlip(blip)]]&lt;br /&gt;
**[[Ui::isStreamingAdditionalText|Ui::isStreamingAdditionalText(p0)]]&lt;br /&gt;
**[[Ui::setCursorSprite|Ui::setCursorSprite(spriteId)]]&lt;br /&gt;
**[[Ui::clearHelp|Ui::clearHelp(toggle)]]&lt;br /&gt;
**[[Ui::setMinimapVisible|Ui::setMinimapVisible(toggle)]]&lt;br /&gt;
**[[Ui::addTextComponentSubstringWebsite|Ui::addTextComponentSubstringWebsite(website)]]&lt;br /&gt;
**[[Ui::displayHelpTextThisFrame|Ui::displayHelpTextThisFrame(message, p1)]]&lt;br /&gt;
**[[Ui::displayCash|Ui::displayCash(toggle)]]&lt;br /&gt;
**[[Ui::setAbilityBarValue|Ui::setAbilityBarValue(p0, p1)]]&lt;br /&gt;
**[[Ui::drawSubtitleTimed|Ui::drawSubtitleTimed(time, p1)]]&lt;br /&gt;
**[[Ui::displayRadar|Ui::displayRadar(Toggle)]]&lt;br /&gt;
**[[Ui::flashWantedDisplay|Ui::flashWantedDisplay(p0)]]&lt;br /&gt;
**[[Ui::setTextLeading|Ui::setTextLeading(p0)]]&lt;br /&gt;
**[[Ui::displayAmmoThisFrame|Ui::displayAmmoThisFrame(display)]]&lt;br /&gt;
**[[Ui::displayHud|Ui::displayHud(toggle)]]&lt;br /&gt;
**[[Ui::setHudComponentPosition|Ui::setHudComponentPosition(id, p1, p2)]]&lt;br /&gt;
**[[Ui::setLoadingPromptTextEntry|Ui::setLoadingPromptTextEntry(string)]]&lt;br /&gt;
**[[Ui::doesTextLabelExist|Ui::doesTextLabelExist(gxt)]]&lt;br /&gt;
**[[Ui::hasThisAdditionalTextLoaded|Ui::hasThisAdditionalTextLoaded(gxt, slot)]]&lt;br /&gt;
**[[Ui::getTextSubstringSafe|Ui::getTextSubstringSafe(text, position, length, maxLength)]]&lt;br /&gt;
**[[Ui::setTextEntry2|Ui::setTextEntry2(p0)]]&lt;br /&gt;
**[[Ui::isHudComponentActive|Ui::isHudComponentActive(id)]]&lt;br /&gt;
**[[Ui::respondingAsTemp|Ui::respondingAsTemp(p0)]]&lt;br /&gt;
**[[Ui::showLoadingPrompt|Ui::showLoadingPrompt(busySpinnerType)]]&lt;br /&gt;
**[[Ui::addBlipForPickup|Ui::addBlipForPickup(pickup)]]&lt;br /&gt;
**[[Ui::removeNotification|Ui::removeNotification(notifactionId)]]&lt;br /&gt;
**[[Ui::setTextColour|Ui::setTextColour(red, green, blue, alpha)]]&lt;br /&gt;
**[[Ui::setTextCentre|Ui::setTextCentre(align)]]&lt;br /&gt;
**[[Ui::setWidescreenFormat|Ui::setWidescreenFormat(p0)]]&lt;br /&gt;
**[[Ui::addTextComponentItemString|Ui::addTextComponentItemString(labelName)]]&lt;br /&gt;
**[[Ui::setRadarZoomLevelThisFrame|Ui::setRadarZoomLevelThisFrame(zoomLevel)]]&lt;br /&gt;
**[[Ui::drawText|Ui::drawText(x, y)]]&lt;br /&gt;
**[[Ui::getTextSubstringSlice|Ui::getTextSubstringSlice(text, startPosition, endPosition)]]&lt;br /&gt;
**[[Ui::setHeadDisplayWanted|Ui::setHeadDisplayWanted(headDisplayId, wantedlvl)]]&lt;br /&gt;
**[[Ui::clearThisPrint|Ui::clearThisPrint(p0)]]&lt;br /&gt;
**[[Ui::getStreetNameFromHashKey|Ui::getStreetNameFromHashKey(hash)]]&lt;br /&gt;
**[[Ui::setMinimapAttitudeIndicatorLevel|Ui::setMinimapAttitudeIndicatorLevel(altitude, p1)]]&lt;br /&gt;
**[[Ui::getTextScaleHeight|Ui::getTextScaleHeight(size, font)]]&lt;br /&gt;
**[[Ui::setWarningMessage2|Ui::setWarningMessage2(entryHeader, entryLine1, instructionalKey, entryLine2, p4, p5, p6, p7, background)]]&lt;br /&gt;
**[[Ui::isScriptedHudComponentActive|Ui::isScriptedHudComponentActive(id)]]&lt;br /&gt;
**[[Ui::setHeadDisplayString|Ui::setHeadDisplayString(headDisplayId, string)]]&lt;br /&gt;
**[[Ui::setPauseMenuActive|Ui::setPauseMenuActive(toggle)]]&lt;br /&gt;
**[[Ui::hideScriptedHudComponentThisFrame|Ui::hideScriptedHudComponentThisFrame(id)]]&lt;br /&gt;
**[[Ui::addTextComponentFloat|Ui::addTextComponentFloat(value, decimalPlaces)]]&lt;br /&gt;
**[[Ui::releaseNamedRendertarget|Ui::releaseNamedRendertarget(p0)]]&lt;br /&gt;
**[[Ui::showWeaponWheel|Ui::showWeaponWheel(forcedShow)]]&lt;br /&gt;
**[[Ui::activateFrontendMenu|Ui::activateFrontendMenu(menuhash, Toggle_Pause, p2)]]&lt;br /&gt;
**[[Ui::setUseridsUihidden|Ui::setUseridsUihidden(p0, p1)]]&lt;br /&gt;
**[[Ui::drawNotification4|Ui::drawNotification4(blink, p1)]]&lt;br /&gt;
**[[Ui::getLengthOfLiteralString|Ui::getLengthOfLiteralString(string)]]&lt;br /&gt;
**[[Ui::setHudColour|Ui::setHudColour(hudIndex, r, g, b, a)]]&lt;br /&gt;
**[[Ui::linkNamedRendertarget|Ui::linkNamedRendertarget(hash)]]&lt;br /&gt;
**[[Ui::setMinimapRevealed|Ui::setMinimapRevealed(toggle)]]&lt;br /&gt;
**[[Ui::beginTextCommandSetBlipName|Ui::beginTextCommandSetBlipName(gxtentry)]]&lt;br /&gt;
**[[Ui::getBlipInfoIdCoord|Ui::getBlipInfoIdCoord(p0)]]&lt;br /&gt;
**[[Ui::setMultiplayerHudCash|Ui::setMultiplayerHudCash(p0, p1)]]&lt;br /&gt;
**[[Ui::setNewWaypoint|Ui::setNewWaypoint(x, y)]]&lt;br /&gt;
&lt;br /&gt;
==Unk==&lt;br /&gt;
**[[Unk::getBroadcastFinshedLosSound|Unk::getBroadcastFinshedLosSound(p0)]]&lt;br /&gt;
&lt;br /&gt;
==Recorder==&lt;br /&gt;
**[[Recorder::start|Recorder::start(mode)]]&lt;br /&gt;
**[[Recorder::stop|Recorder::stop(save)]]&lt;br /&gt;
**[[Recorder::isRecording|Recorder::isRecording()]]&lt;br /&gt;
&lt;br /&gt;
==Vehicle==&lt;br /&gt;
**[[Vehicle::getRandomVehicleModelInMemory|Vehicle::getRandomVehicleModelInMemory(p0, modelHash, p2)]]&lt;br /&gt;
**[[Vehicle::hasPreloadModsFinished|Vehicle::hasPreloadModsFinished(p0)]]&lt;br /&gt;
**[[Vehicle::getTotalDurationOfVehicleRecording|Vehicle::getTotalDurationOfVehicleRecording(p0, p1)]]&lt;br /&gt;
**[[Vehicle::setVehicleModelIsSuppressed|Vehicle::setVehicleModelIsSuppressed(model, suppressed)]]&lt;br /&gt;
**[[Vehicle::getTotalDurationOfVehicleRecordingId|Vehicle::getTotalDurationOfVehicleRecordingId(p0)]]&lt;br /&gt;
**[[Vehicle::hasVehicleAssetLoaded|Vehicle::hasVehicleAssetLoaded(vehicleAsset)]]&lt;br /&gt;
**[[Vehicle::isPlaybackGoingOnForVehicle|Vehicle::isPlaybackGoingOnForVehicle(p0)]]&lt;br /&gt;
**[[Vehicle::getRotationOfVehicleRecordingAtTime|Vehicle::getRotationOfVehicleRecordingAtTime(p0, p1, p2)]]&lt;br /&gt;
**[[Vehicle::getVehicleRecordingId|Vehicle::getVehicleRecordingId(p0, p1)]]&lt;br /&gt;
**[[Vehicle::deleteScriptVehicleGenerator|Vehicle::deleteScriptVehicleGenerator(vehicleGenerator)]]&lt;br /&gt;
**[[Vehicle::setVehicleDensityMultiplierThisFrame|Vehicle::setVehicleDensityMultiplierThisFrame(multiplier)]]&lt;br /&gt;
**[[Vehicle::setFarDrawVehicles|Vehicle::setFarDrawVehicles(toggle)]]&lt;br /&gt;
**[[Vehicle::startPlaybackRecordedVehicleUsingAi|Vehicle::startPlaybackRecordedVehicleUsingAi(p0, p1, p2, p3, p4)]]&lt;br /&gt;
**[[Vehicle::getVehicleModelMaxNumberOfPassengers|Vehicle::getVehicleModelMaxNumberOfPassengers(modelHash)]]&lt;br /&gt;
**[[Vehicle::setGarbageTrucks|Vehicle::setGarbageTrucks(toggle)]]&lt;br /&gt;
**[[Vehicle::getPositionInRecording|Vehicle::getPositionInRecording(p0)]]&lt;br /&gt;
**[[Vehicle::getVehicleClassMaxAcceleration|Vehicle::getVehicleClassMaxAcceleration(p0)]]&lt;br /&gt;
**[[Vehicle::addVehicleStuckCheckWithWarp|Vehicle::addVehicleStuckCheckWithWarp(p0, p1, p2, p3, p4, p5, p6)]]&lt;br /&gt;
**[[Vehicle::hasVehicleRecordingBeenLoaded|Vehicle::hasVehicleRecordingBeenLoaded(p0, p1)]]&lt;br /&gt;
**[[Vehicle::getRandomVehicleInSphere|Vehicle::getRandomVehicleInSphere(x, y, z, radius, modelHash, flags)]]&lt;br /&gt;
**[[Vehicle::isThisModelAQuadbike|Vehicle::isThisModelAQuadbike(model)]]&lt;br /&gt;
**[[Vehicle::startPlaybackRecordedVehicle|Vehicle::startPlaybackRecordedVehicle(p0, p1, p2, p3)]]&lt;br /&gt;
**[[Vehicle::getCurrentPlaybackForVehicle|Vehicle::getCurrentPlaybackForVehicle(p0)]]&lt;br /&gt;
**[[Vehicle::isThisModelABoat|Vehicle::isThisModelABoat(model)]]&lt;br /&gt;
**[[Vehicle::removeVehiclesFromGeneratorsInArea|Vehicle::removeVehiclesFromGeneratorsInArea(x1, y1, z1, x2, y2, z2, unk)]]&lt;br /&gt;
**[[Vehicle::getVehicleClassMaxBraking|Vehicle::getVehicleClassMaxBraking(p0)]]&lt;br /&gt;
**[[Vehicle::getVehicleClassMaxAgility|Vehicle::getVehicleClassMaxAgility(p0)]]&lt;br /&gt;
**[[Vehicle::getVehicleModelMaxTraction|Vehicle::getVehicleModelMaxTraction(modelHash)]]&lt;br /&gt;
**[[Vehicle::stopPlaybackRecordedVehicle|Vehicle::stopPlaybackRecordedVehicle(p0)]]&lt;br /&gt;
**[[Vehicle::getTimePositionInRecording|Vehicle::getTimePositionInRecording(p0)]]&lt;br /&gt;
**[[Vehicle::deleteMissionTrain|Vehicle::deleteMissionTrain(train)]]&lt;br /&gt;
**[[Vehicle::setAllLowPriorityVehicleGeneratorsActive|Vehicle::setAllLowPriorityVehicleGeneratorsActive(active)]]&lt;br /&gt;
**[[Vehicle::isAnyVehicleNearPoint|Vehicle::isAnyVehicleNearPoint(x, y, z, radius)]]&lt;br /&gt;
**[[Vehicle::pausePlaybackRecordedVehicle|Vehicle::pausePlaybackRecordedVehicle(p0)]]&lt;br /&gt;
**[[Vehicle::createMissionTrain|Vehicle::createMissionTrain(variation, x, y, z, direction)]]&lt;br /&gt;
**[[Vehicle::setPlaybackSpeed|Vehicle::setPlaybackSpeed(p0, speed)]]&lt;br /&gt;
**[[Vehicle::setPlaybackToUseAiTryToRevertBackLater|Vehicle::setPlaybackToUseAiTryToRevertBackLater(p0, p1, p2, p3)]]&lt;br /&gt;
**[[Vehicle::setVehicleShootAtTarget|Vehicle::setVehicleShootAtTarget(driver, entity, xTarget, yTarget, zTarget)]]&lt;br /&gt;
**[[Vehicle::preloadVehicleMod|Vehicle::preloadVehicleMod(p0, p1, p2)]]&lt;br /&gt;
**[[Vehicle::startPlaybackRecordedVehicleWithFlags|Vehicle::startPlaybackRecordedVehicleWithFlags(p0, p1, p2, p3, p4, p5)]]&lt;br /&gt;
**[[Vehicle::isCopVehicleInArea3d|Vehicle::isCopVehicleInArea3d(x1, x2, y1, y2, z1, z2)]]&lt;br /&gt;
**[[Vehicle::isThisModelACar|Vehicle::isThisModelACar(model)]]&lt;br /&gt;
**[[Vehicle::setRandomTrains|Vehicle::setRandomTrains(toggle)]]&lt;br /&gt;
**[[Vehicle::requestVehicleAsset|Vehicle::requestVehicleAsset(vehicleHash, vehicleAsset)]]&lt;br /&gt;
**[[Vehicle::removeVehicleStuckCheck|Vehicle::removeVehicleStuckCheck(p0)]]&lt;br /&gt;
**[[Vehicle::setRandomBoats|Vehicle::setRandomBoats(toggle)]]&lt;br /&gt;
**[[Vehicle::setCargobobHookPosition|Vehicle::setCargobobHookPosition(p0, p1, p2, p3)]]&lt;br /&gt;
**[[Vehicle::unpausePlaybackRecordedVehicle|Vehicle::unpausePlaybackRecordedVehicle(p0)]]&lt;br /&gt;
**[[Vehicle::getVehicleModelAcceleration|Vehicle::getVehicleModelAcceleration(modelHash)]]&lt;br /&gt;
**[[Vehicle::skipTimeInPlaybackRecordedVehicle|Vehicle::skipTimeInPlaybackRecordedVehicle(p0, p1)]]&lt;br /&gt;
**[[Vehicle::isThisModelAnEmergencyBoat|Vehicle::isThisModelAnEmergencyBoat(model)]]&lt;br /&gt;
**[[Vehicle::doesVehicleExistWithDecorator|Vehicle::doesVehicleExistWithDecorator(decorator)]]&lt;br /&gt;
**[[Vehicle::createScriptVehicleGenerator|Vehicle::createScriptVehicleGenerator(x, y, z, heading, p4, p5, modelHash, p7, p8, p9, p10, p11, p12, p13, p14, p15, p16)]]&lt;br /&gt;
**[[Vehicle::isThisModelAPlane|Vehicle::isThisModelAPlane(model)]]&lt;br /&gt;
**[[Vehicle::getNumModColors|Vehicle::getNumModColors(p0, p1)]]&lt;br /&gt;
**[[Vehicle::skipToEndAndStopPlaybackRecordedVehicle|Vehicle::skipToEndAndStopPlaybackRecordedVehicle(p0)]]&lt;br /&gt;
**[[Vehicle::isThisModelATrain|Vehicle::isThisModelATrain(model)]]&lt;br /&gt;
**[[Vehicle::removeVehicleAsset|Vehicle::removeVehicleAsset(vehicleAsset)]]&lt;br /&gt;
**[[Vehicle::isPlaybackUsingAiGoingOnForVehicle|Vehicle::isPlaybackUsingAiGoingOnForVehicle(p0)]]&lt;br /&gt;
**[[Vehicle::createVehicle|Vehicle::createVehicle(modelHash, x, y, z, heading, networkHandle, vehiclehandle)]]&lt;br /&gt;
**[[Vehicle::requestVehicleRecording|Vehicle::requestVehicleRecording(p0, p1)]]&lt;br /&gt;
**[[Vehicle::getDisplayNameFromVehicleModel|Vehicle::getDisplayNameFromVehicleModel(modelHash)]]&lt;br /&gt;
**[[Vehicle::setRandomVehicleDensityMultiplierThisFrame|Vehicle::setRandomVehicleDensityMultiplierThisFrame(multiplier)]]&lt;br /&gt;
**[[Vehicle::getRandomVehicleBackBumperInSphere|Vehicle::getRandomVehicleBackBumperInSphere(p0, p1, p2, p3, p4, p5, p6)]]&lt;br /&gt;
**[[Vehicle::isThisModelABike|Vehicle::isThisModelABike(model)]]&lt;br /&gt;
**[[Vehicle::setMissionTrainAsNoLongerNeeded|Vehicle::setMissionTrainAsNoLongerNeeded(train, p1)]]&lt;br /&gt;
**[[Vehicle::isThisModelABicycle|Vehicle::isThisModelABicycle(model)]]&lt;br /&gt;
**[[Vehicle::setAllVehicleGeneratorsActiveInArea|Vehicle::setAllVehicleGeneratorsActiveInArea(x1, y1, z1, x2, y2, z2, p6, p7)]]&lt;br /&gt;
**[[Vehicle::getRandomVehicleFrontBumperInSphere|Vehicle::getRandomVehicleFrontBumperInSphere(p0, p1, p2, p3, p4, p5, p6)]]&lt;br /&gt;
**[[Vehicle::setNumberOfParkedVehicles|Vehicle::setNumberOfParkedVehicles(value)]]&lt;br /&gt;
**[[Vehicle::isVehicleInGarageArea|Vehicle::isVehicleInGarageArea(garageName, vehicle)]]&lt;br /&gt;
**[[Vehicle::getPositionOfVehicleRecordingAtTime|Vehicle::getPositionOfVehicleRecordingAtTime(p0, p1, p2)]]&lt;br /&gt;
**[[Vehicle::setScriptVehicleGenerator|Vehicle::setScriptVehicleGenerator(vehicleGenerator, enabled)]]&lt;br /&gt;
**[[Vehicle::getVehicleClassMaxTraction|Vehicle::getVehicleClassMaxTraction(p0)]]&lt;br /&gt;
**[[Vehicle::getVehicleModelMaxBraking|Vehicle::getVehicleModelMaxBraking(modelHash)]]&lt;br /&gt;
**[[Vehicle::isThisModelAHeli|Vehicle::isThisModelAHeli(model)]]&lt;br /&gt;
**[[Vehicle::getVehicleClassFromName|Vehicle::getVehicleClassFromName(modelHash)]]&lt;br /&gt;
**[[Vehicle::setParkedVehicleDensityMultiplierThisFrame|Vehicle::setParkedVehicleDensityMultiplierThisFrame(multiplier)]]&lt;br /&gt;
**[[Vehicle::removeVehicleRecording|Vehicle::removeVehicleRecording(p0, p1)]]&lt;br /&gt;
**[[Vehicle::getVehicleModelMaxSpeed|Vehicle::getVehicleModelMaxSpeed(modelHash)]]&lt;br /&gt;
**[[Vehicle::disableVehicleWeapon|Vehicle::disableVehicleWeapon(disabled, weaponHash, vehicle, owner)]]&lt;br /&gt;
**[[Vehicle::doesScriptVehicleGeneratorExist|Vehicle::doesScriptVehicleGeneratorExist(vehicleGenerator)]]&lt;br /&gt;
**[[Vehicle::getClosestVehicle|Vehicle::getClosestVehicle(x, y, z, radius, modelHash, flags)]]&lt;br /&gt;
**[[Vehicle::displayDistantVehicles|Vehicle::displayDistantVehicles(toggle)]]&lt;br /&gt;
**[[Vehicle::switchTrainTrack|Vehicle::switchTrainTrack(intersectionId, state)]]&lt;br /&gt;
&lt;br /&gt;
==Water==&lt;br /&gt;
**[[Water::testVerticalProbeAgainstAllWater|Water::testVerticalProbeAgainstAllWater(x, y, z, p3, p4)]]&lt;br /&gt;
**[[Water::testProbeAgainstAllWater|Water::testProbeAgainstAllWater(p0, p1, p2, p3, p4, p5, p6, p7)]]&lt;br /&gt;
**[[Water::getWaterHeightNoWaves|Water::getWaterHeightNoWaves(x, y, z, height)]]&lt;br /&gt;
**[[Water::setWavesIntensity|Water::setWavesIntensity(intensity)]]&lt;br /&gt;
**[[Water::modifyWater|Water::modifyWater(x, y, radius, height)]]&lt;br /&gt;
**[[Water::getWaterHeight|Water::getWaterHeight(x, y, z, height)]]&lt;br /&gt;
**[[Water::testProbeAgainstWater|Water::testProbeAgainstWater(p0, p1, p2, p3, p4, p5, p6)]]&lt;br /&gt;
&lt;br /&gt;
==Weapon==&lt;br /&gt;
**[[Weapon::getWeaponComponentTypeModel|Weapon::getWeaponComponentTypeModel(componentHash)]]&lt;br /&gt;
**[[Weapon::giveWeaponComponentToWeaponObject|Weapon::giveWeaponComponentToWeaponObject(weaponObject, addonHash)]]&lt;br /&gt;
**[[Weapon::hasWeaponAssetLoaded|Weapon::hasWeaponAssetLoaded(weaponHash)]]&lt;br /&gt;
**[[Weapon::getWeaponDamageType|Weapon::getWeaponDamageType(weaponHash)]]&lt;br /&gt;
**[[Weapon::getWeapontypeSlot|Weapon::getWeapontypeSlot(weaponHash)]]&lt;br /&gt;
**[[Weapon::requestWeaponHighDetailModel|Weapon::requestWeaponHighDetailModel(weaponObject)]]&lt;br /&gt;
**[[Weapon::requestWeaponAsset|Weapon::requestWeaponAsset(weaponHash, p1, p2)]]&lt;br /&gt;
**[[Weapon::getWeaponClipSize|Weapon::getWeaponClipSize(weaponHash)]]&lt;br /&gt;
**[[Weapon::doesWeaponTakeWeaponComponent|Weapon::doesWeaponTakeWeaponComponent(weaponHash, componentHash)]]&lt;br /&gt;
**[[Weapon::getWeaponTintCount|Weapon::getWeaponTintCount(weaponHash)]]&lt;br /&gt;
**[[Weapon::hasVehicleGotProjectileAttached|Weapon::hasVehicleGotProjectileAttached(driver, vehicle, weapon, p3)]]&lt;br /&gt;
**[[Weapon::hasWeaponGotWeaponComponent|Weapon::hasWeaponGotWeaponComponent(weapon, addonHash)]]&lt;br /&gt;
**[[Weapon::isWeaponValid|Weapon::isWeaponValid(weaponHash)]]&lt;br /&gt;
**[[Weapon::createWeaponObject|Weapon::createWeaponObject(weaponHash, ammoCount, x, y, z, showWorldModel, heading, p7)]]&lt;br /&gt;
**[[Weapon::setPedAmmoToDrop|Weapon::setPedAmmoToDrop(p0, p1)]]&lt;br /&gt;
**[[Weapon::removeWeaponAsset|Weapon::removeWeaponAsset(weaponHash)]]&lt;br /&gt;
**[[Weapon::giveWeaponObjectToPed|Weapon::giveWeaponObjectToPed(weaponObject, ped)]]&lt;br /&gt;
**[[Weapon::getWeaponComponentHudStats|Weapon::getWeaponComponentHudStats(p0, p1)]]&lt;br /&gt;
**[[Weapon::canUseWeaponOnParachute|Weapon::canUseWeaponOnParachute(weaponHash)]]&lt;br /&gt;
**[[Weapon::getWeapontypeGroup|Weapon::getWeapontypeGroup(weaponHash)]]&lt;br /&gt;
**[[Weapon::enableLaserSightRendering|Weapon::enableLaserSightRendering(toggle)]]&lt;br /&gt;
**[[Weapon::getWeaponObjectTintIndex|Weapon::getWeaponObjectTintIndex(weapon)]]&lt;br /&gt;
**[[Weapon::setFlashLightFadeDistance|Weapon::setFlashLightFadeDistance(distance)]]&lt;br /&gt;
**[[Weapon::getWeaponHudStats|Weapon::getWeaponHudStats(p0, p1)]]&lt;br /&gt;
**[[Weapon::getWeapontypeModel|Weapon::getWeapontypeModel(weaponHash)]]&lt;br /&gt;
**[[Weapon::removeWeaponComponentFromWeaponObject|Weapon::removeWeaponComponentFromWeaponObject(p0, p1)]]&lt;br /&gt;
**[[Weapon::setWeaponObjectTintIndex|Weapon::setWeaponObjectTintIndex(weapon, tint)]]&lt;br /&gt;
**[[Weapon::removeAllProjectilesOfType|Weapon::removeAllProjectilesOfType(weaponHash, p1)]]&lt;br /&gt;
&lt;br /&gt;
==Worldprobe==&lt;br /&gt;
**[[Worldprobe::startShapeTestCapsule|Worldprobe::startShapeTestCapsule(x1, y1, z1, x2, y2, z2, radius, flags, entity, p9)]]&lt;br /&gt;
**[[Worldprobe::castRayPointToPoint|Worldprobe::castRayPointToPoint(x1, y1, z1, x2, y2, z2, flags, entity, p8)]]&lt;br /&gt;
**[[Worldprobe::getShapeTestResult|Worldprobe::getShapeTestResult(rayHandle, hit, endCoords, surfaceNormal, entityHit)]]&lt;br /&gt;
**[[Worldprobe::getShapeTestResultEx|Worldprobe::getShapeTestResultEx(rayHandle, hit, endCoords, surfaceNormal, _materialHash, entityHit)]]&lt;br /&gt;
**[[Worldprobe::startShapeTestLosProbe|Worldprobe::startShapeTestLosProbe(x1, y1, z1, x2, y2, z2, flags, entity, p8)]]&lt;br /&gt;
**[[Worldprobe::startShapeTestBox|Worldprobe::startShapeTestBox(x, y, z, x1, y2, z2, rotX, rotY, rotZ, p9, p10, entity, p12)]]&lt;br /&gt;
&lt;br /&gt;
==Zone==&lt;br /&gt;
**[[Zone::getZoneAtCoords|Zone::getZoneAtCoords(x, y, z)]]&lt;br /&gt;
**[[Zone::getZonePopschedule|Zone::getZonePopschedule(zoneId)]]&lt;br /&gt;
**[[Zone::clearPopscheduleOverrideVehicleModel|Zone::clearPopscheduleOverrideVehicleModel(scheduleId)]]&lt;br /&gt;
**[[Zone::getZoneScumminess|Zone::getZoneScumminess(zoneId)]]&lt;br /&gt;
**[[Zone::overridePopscheduleVehicleModel|Zone::overridePopscheduleVehicleModel(scheduleId, vehicleHash)]]&lt;br /&gt;
**[[Zone::getHashOfMapAreaAtCoords|Zone::getHashOfMapAreaAtCoords(x, y, z)]]&lt;br /&gt;
**[[Zone::getZoneFromNameId|Zone::getZoneFromNameId(zoneName)]]&lt;br /&gt;
**[[Zone::setZoneEnabled|Zone::setZoneEnabled(zoneId, toggle)]]&lt;br /&gt;
**[[Zone::getNameOfZone|Zone::getNameOfZone(x, y, z)]]&lt;br /&gt;
&lt;br /&gt;
==Game Globals==&lt;br /&gt;
**GameGlobals::app&lt;br /&gt;
**GameGlobals::audio&lt;br /&gt;
**GameGlobals::brain&lt;br /&gt;
**GameGlobals::cam&lt;br /&gt;
**GameGlobals::controls&lt;br /&gt;
**GameGlobals::cutscene&lt;br /&gt;
**GameGlobals::datafile&lt;br /&gt;
**GameGlobals::decisionevent&lt;br /&gt;
**GameGlobals::decorator&lt;br /&gt;
**GameGlobals::dlc1&lt;br /&gt;
**GameGlobals::dlc2&lt;br /&gt;
**GameGlobals::entity&lt;br /&gt;
**GameGlobals::fire&lt;br /&gt;
**GameGlobals::gameplay&lt;br /&gt;
**GameGlobals::graphics&lt;br /&gt;
**GameGlobals::interior&lt;br /&gt;
**GameGlobals::itemset&lt;br /&gt;
**GameGlobals::mobile&lt;br /&gt;
**GameGlobals::object&lt;br /&gt;
**GameGlobals::pathfind&lt;br /&gt;
**GameGlobals::ped&lt;br /&gt;
**GameGlobals::player&lt;br /&gt;
**GameGlobals::rope&lt;br /&gt;
**GameGlobals::script&lt;br /&gt;
**GameGlobals::stats&lt;br /&gt;
**GameGlobals::streaming&lt;br /&gt;
**GameGlobals::system&lt;br /&gt;
**GameGlobals::time&lt;br /&gt;
**GameGlobals::ui&lt;br /&gt;
**GameGlobals::unk&lt;br /&gt;
**GameGlobals::recorder&lt;br /&gt;
**GameGlobals::vehicle&lt;br /&gt;
**GameGlobals::water&lt;br /&gt;
**GameGlobals::weapon&lt;br /&gt;
**GameGlobals::worldprobe&lt;br /&gt;
**GameGlobals::zone&lt;/div&gt;</summary>
		<author><name>Modernb</name></author>
	</entry>
	<entry>
		<id>https://wiki.rage.mp/w/index.php?title=Client-side_functions&amp;diff=4736</id>
		<title>Client-side functions</title>
		<link rel="alternate" type="text/html" href="https://wiki.rage.mp/w/index.php?title=Client-side_functions&amp;diff=4736"/>
		<updated>2017-05-06T23:50:44Z</updated>

		<summary type="html">&lt;p&gt;Modernb: /* Cam */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Attention: work is still in progress. There still could be major changes in design of API.&lt;br /&gt;
&lt;br /&gt;
==Event functions==&lt;br /&gt;
{{Event_functions}}&lt;br /&gt;
**[[Events::callRemote]]&lt;br /&gt;
&lt;br /&gt;
==Vector3 functions==&lt;br /&gt;
{{Vector3_functions}}&lt;br /&gt;
&lt;br /&gt;
==Entity (player, vehicle, object) functions==&lt;br /&gt;
{{Entity_function_c}}&lt;br /&gt;
&lt;br /&gt;
==Player functions==&lt;br /&gt;
{{Player_function_c}}&lt;br /&gt;
&lt;br /&gt;
==Vehicle functions==&lt;br /&gt;
{{Vehicle_function_c}}&lt;br /&gt;
&lt;br /&gt;
==Object functions==&lt;br /&gt;
{{Object_function_c}}&lt;br /&gt;
&lt;br /&gt;
==Pickup functions==&lt;br /&gt;
{{Pickup_function_c}}&lt;br /&gt;
&lt;br /&gt;
==Blip functions==&lt;br /&gt;
{{Blip_function_c}}&lt;br /&gt;
&lt;br /&gt;
==Camera functions==&lt;br /&gt;
{{Camera_function_c}}&lt;br /&gt;
&lt;br /&gt;
==Entity pool functions==&lt;br /&gt;
{{EntityPool_function}}&lt;br /&gt;
*Functions:&lt;br /&gt;
**Pool::atHandle&lt;br /&gt;
&lt;br /&gt;
==WebBrowser functions==&lt;br /&gt;
{{WebBrowser_function_c}}&lt;br /&gt;
&lt;br /&gt;
==Key binding functions==&lt;br /&gt;
{{KeyBinding_function_c}}&lt;br /&gt;
&lt;br /&gt;
==UI functions==&lt;br /&gt;
{{UI_function_c}}&lt;br /&gt;
&lt;br /&gt;
==Global functions==&lt;br /&gt;
{{Global_function_c}}&lt;br /&gt;
&lt;br /&gt;
==App==&lt;br /&gt;
**[[App::appGetFloat|App::appGetFloat(property)]]&lt;br /&gt;
**[[App::appSetFloat|App::appSetFloat(property, value)]]&lt;br /&gt;
**[[App::appSetBlock|App::appSetBlock(blockName)]]&lt;br /&gt;
**[[App::appSetString|App::appSetString(property, value)]]&lt;br /&gt;
**[[App::appDeleteAppData|App::appDeleteAppData(appName)]]&lt;br /&gt;
**[[App::appSetInt|App::appSetInt(property, value)]]&lt;br /&gt;
**[[App::appGetString|App::appGetString(property)]]&lt;br /&gt;
**[[App::appHasSyncedData|App::appHasSyncedData(appName)]]&lt;br /&gt;
**[[App::appSetApp|App::appSetApp(appName)]]&lt;br /&gt;
**[[App::appGetInt|App::appGetInt(property)]]&lt;br /&gt;
&lt;br /&gt;
==Audio==&lt;br /&gt;
**[[Audio::startAudioScene|Audio::startAudioScene(sceneName)]]&lt;br /&gt;
**[[Audio::isAmbientZoneEnabled|Audio::isAmbientZoneEnabled(ambientZone)]]&lt;br /&gt;
**[[Audio::getVehicleDefaultHorn|Audio::getVehicleDefaultHorn(veh)]]&lt;br /&gt;
**[[Audio::prepareSynchronizedAudioEventForScene|Audio::prepareSynchronizedAudioEventForScene(p0, p1)]]&lt;br /&gt;
**[[Audio::startAlarm|Audio::startAlarm(alarmName, p2)]]&lt;br /&gt;
**[[Audio::setMobileRadioEnabledDuringGameplay|Audio::setMobileRadioEnabledDuringGameplay(Toggle)]]&lt;br /&gt;
**[[Audio::clearAmbientZoneListState|Audio::clearAmbientZoneListState(p0, p1)]]&lt;br /&gt;
**[[Audio::overrideTrevorRage|Audio::overrideTrevorRage(p0)]]&lt;br /&gt;
**[[Audio::setUserRadioControlEnabled|Audio::setUserRadioControlEnabled(p0)]]&lt;br /&gt;
**[[Audio::setAmbientZoneStatePersistent|Audio::setAmbientZoneStatePersistent(ambientZone, p1, p2)]]&lt;br /&gt;
**[[Audio::prepareMusicEvent|Audio::prepareMusicEvent(eventName)]]&lt;br /&gt;
**[[Audio::loadStream|Audio::loadStream(streamName, soundSet)]]&lt;br /&gt;
**[[Audio::specialFrontendEqual|Audio::specialFrontendEqual(x, y, z)]]&lt;br /&gt;
**[[Audio::clearAmbientZoneState|Audio::clearAmbientZoneState(p0, p1)]]&lt;br /&gt;
**[[Audio::isAlarmPlaying|Audio::isAlarmPlaying(alarmName)]]&lt;br /&gt;
**[[Audio::startScriptPhoneConversation|Audio::startScriptPhoneConversation(p0, p1)]]&lt;br /&gt;
**[[Audio::getNetworkIdFromSoundId|Audio::getNetworkIdFromSoundId(soundId)]]&lt;br /&gt;
**[[Audio::stopAllAlarms|Audio::stopAllAlarms(stop)]]&lt;br /&gt;
**[[Audio::requestScriptAudioBank|Audio::requestScriptAudioBank(p0, p1)]]&lt;br /&gt;
**[[Audio::setVariableOnStream|Audio::setVariableOnStream(p0, p1)]]&lt;br /&gt;
**[[Audio::freezeRadioStation|Audio::freezeRadioStation(radioStation)]]&lt;br /&gt;
**[[Audio::playAmbientSpeechWithVoice|Audio::playAmbientSpeechWithVoice(p0, speechName, voiceName, speechParam, p4)]]&lt;br /&gt;
**[[Audio::releaseSoundId|Audio::releaseSoundId(soundId)]]&lt;br /&gt;
**[[Audio::setAggressiveHorns|Audio::setAggressiveHorns(toggle)]]&lt;br /&gt;
**[[Audio::setStaticEmitterEnabled|Audio::setStaticEmitterEnabled(emitterName, toggle)]]&lt;br /&gt;
**[[Audio::preloadScriptConversation|Audio::preloadScriptConversation(p0, p1, p2, p3)]]&lt;br /&gt;
**[[Audio::setCutsceneAudioOverride|Audio::setCutsceneAudioOverride(p0)]]&lt;br /&gt;
**[[Audio::setGpsActive|Audio::setGpsActive(active)]]&lt;br /&gt;
**[[Audio::loadStreamWithStartOffset|Audio::loadStreamWithStartOffset(streamName, startOffset, soundSet)]]&lt;br /&gt;
**[[Audio::cancelMusicEvent|Audio::cancelMusicEvent(eventName)]]&lt;br /&gt;
**[[Audio::preloadScriptPhoneConversation|Audio::preloadScriptPhoneConversation(p0, p1)]]&lt;br /&gt;
**[[Audio::getNumberOfPassengerVoiceVariations|Audio::getNumberOfPassengerVoiceVariations(p0)]]&lt;br /&gt;
**[[Audio::playSoundFrontend|Audio::playSoundFrontend(soundId, audioName, audioRef, p3)]]&lt;br /&gt;
**[[Audio::startScriptConversation|Audio::startScriptConversation(p0, p1, p2, p3)]]&lt;br /&gt;
**[[Audio::triggerMusicEvent|Audio::triggerMusicEvent(eventName)]]&lt;br /&gt;
**[[Audio::requestMissionAudioBank|Audio::requestMissionAudioBank(p0, p1)]]&lt;br /&gt;
**[[Audio::getSoundIdFromNetworkId|Audio::getSoundIdFromNetworkId(netId)]]&lt;br /&gt;
**[[Audio::releaseNamedScriptAudioBank|Audio::releaseNamedScriptAudioBank(audioBank)]]&lt;br /&gt;
**[[Audio::playSound|Audio::playSound(soundId, audioName, audioRef, p3, p4, p5)]]&lt;br /&gt;
**[[Audio::pauseScriptedConversation|Audio::pauseScriptedConversation(p0)]]&lt;br /&gt;
**[[Audio::setInitialPlayerStation|Audio::setInitialPlayerStation(radioStation)]]&lt;br /&gt;
**[[Audio::playSynchronizedAudioEvent|Audio::playSynchronizedAudioEvent(p0)]]&lt;br /&gt;
**[[Audio::findRadioStationIndex|Audio::findRadioStationIndex(station)]]&lt;br /&gt;
**[[Audio::playSoundFromCoord|Audio::playSoundFromCoord(soundId, audioName, x, y, z, audioRef, p6, p7, p8)]]&lt;br /&gt;
**[[Audio::hintAmbientAudioBank|Audio::hintAmbientAudioBank(p0, p1)]]&lt;br /&gt;
**[[Audio::isAmbientSpeechPlaying|Audio::isAmbientSpeechPlaying(p0)]]&lt;br /&gt;
**[[Audio::stopSynchronizedAudioEvent|Audio::stopSynchronizedAudioEvent(p0)]]&lt;br /&gt;
**[[Audio::setSynchronizedAudioEventPositionThisFrame|Audio::setSynchronizedAudioEventPositionThisFrame(p0, p1)]]&lt;br /&gt;
**[[Audio::addPedToConversation|Audio::addPedToConversation(p0, p1, p2)]]&lt;br /&gt;
**[[Audio::setAmbientZoneListState|Audio::setAmbientZoneListState(p0, p1, p2)]]&lt;br /&gt;
**[[Audio::prepareAlarm|Audio::prepareAlarm(alarmName)]]&lt;br /&gt;
**[[Audio::interruptConversation|Audio::interruptConversation(p0, p1, p2)]]&lt;br /&gt;
**[[Audio::stopAlarm|Audio::stopAlarm(alarmName, toggle)]]&lt;br /&gt;
**[[Audio::stopSound|Audio::stopSound(soundId)]]&lt;br /&gt;
**[[Audio::setRadioToStationIndex|Audio::setRadioToStationIndex(radioStation)]]&lt;br /&gt;
**[[Audio::setEmitterRadioStation|Audio::setEmitterRadioStation(emitterName, radioStation)]]&lt;br /&gt;
**[[Audio::setVariableOnSound|Audio::setVariableOnSound(soundId, p1, p2)]]&lt;br /&gt;
**[[Audio::playMissionCompleteAudio|Audio::playMissionCompleteAudio(audioName)]]&lt;br /&gt;
**[[Audio::unlockMissionNewsStory|Audio::unlockMissionNewsStory(newsStory)]]&lt;br /&gt;
**[[Audio::getRadioStationName|Audio::getRadioStationName(radioStation)]]&lt;br /&gt;
**[[Audio::setRadioTrack|Audio::setRadioTrack(radioStation, radioTrack)]]&lt;br /&gt;
**[[Audio::isAudioSceneActive|Audio::isAudioSceneActive(scene)]]&lt;br /&gt;
**[[Audio::setMicrophonePosition|Audio::setMicrophonePosition(p0, x1, y1, z1, x2, y2, z2, x3, y3, z3)]]&lt;br /&gt;
**[[Audio::stopCurrentPlayingAmbientSpeech|Audio::stopCurrentPlayingAmbientSpeech(p0)]]&lt;br /&gt;
**[[Audio::setAudioFlag|Audio::setAudioFlag(flagName, toggle)]]&lt;br /&gt;
**[[Audio::playPain|Audio::playPain(painID, p1, p2)]]&lt;br /&gt;
**[[Audio::getPlayerHeadsetSoundAlternate|Audio::getPlayerHeadsetSoundAlternate(p0, p1)]]&lt;br /&gt;
**[[Audio::setAmbientZoneState|Audio::setAmbientZoneState(p0, p1, p2)]]&lt;br /&gt;
**[[Audio::setMobilePhoneRadioState|Audio::setMobilePhoneRadioState(state)]]&lt;br /&gt;
**[[Audio::setRadioAutoUnfreeze|Audio::setRadioAutoUnfreeze(p0)]]&lt;br /&gt;
**[[Audio::addLineToConversation|Audio::addLineToConversation(p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, p12)]]&lt;br /&gt;
**[[Audio::setRadioToStationName|Audio::setRadioToStationName(stationName)]]&lt;br /&gt;
**[[Audio::registerScriptWithAudio|Audio::registerScriptWithAudio(p0)]]&lt;br /&gt;
**[[Audio::prepareSynchronizedAudioEvent|Audio::prepareSynchronizedAudioEvent(p0, p1)]]&lt;br /&gt;
**[[Audio::setAnimalMood|Audio::setAnimalMood(p0, p1)]]&lt;br /&gt;
**[[Audio::isScriptedSpeechPlaying|Audio::isScriptedSpeechPlaying(p0)]]&lt;br /&gt;
**[[Audio::playEndCreditsMusic|Audio::playEndCreditsMusic(play)]]&lt;br /&gt;
**[[Audio::stopScriptedConversation|Audio::stopScriptedConversation(p0)]]&lt;br /&gt;
**[[Audio::stopAudioScene|Audio::stopAudioScene(scene)]]&lt;br /&gt;
**[[Audio::playPoliceReport|Audio::playPoliceReport(name, p1)]]&lt;br /&gt;
**[[Audio::playSoundFromEntity|Audio::playSoundFromEntity(soundId, audioName, entity, audioRef, p4, p5)]]&lt;br /&gt;
**[[Audio::setPlayerAngry|Audio::setPlayerAngry(playerPed, disabled)]]&lt;br /&gt;
**[[Audio::playStreamFromObject|Audio::playStreamFromObject(object)]]&lt;br /&gt;
**[[Audio::playAmbientSpeechAtCoords|Audio::playAmbientSpeechAtCoords(p0, p1, p2, p3, p4, p5)]]&lt;br /&gt;
**[[Audio::setAudioSceneVariable|Audio::setAudioSceneVariable(p0, p1, p2)]]&lt;br /&gt;
**[[Audio::overrideUnderwaterStream|Audio::overrideUnderwaterStream(p0, p1)]]&lt;br /&gt;
**[[Audio::setAmbientZoneListStatePersistent|Audio::setAmbientZoneListStatePersistent(ambientZone, p1, p2)]]&lt;br /&gt;
**[[Audio::resetPedAudioFlags|Audio::resetPedAudioFlags(p0)]]&lt;br /&gt;
**[[Audio::setFrontendRadioActive|Audio::setFrontendRadioActive(active)]]&lt;br /&gt;
**[[Audio::playPedRingtone|Audio::playPedRingtone(ringtoneName, ped, p2)]]&lt;br /&gt;
**[[Audio::hintScriptAudioBank|Audio::hintScriptAudioBank(p0, p1)]]&lt;br /&gt;
**[[Audio::unfreezeRadioStation|Audio::unfreezeRadioStation(radioStation)]]&lt;br /&gt;
**[[Audio::hasSoundFinished|Audio::hasSoundFinished(soundId)]]&lt;br /&gt;
**[[Audio::requestAmbientAudioBank|Audio::requestAmbientAudioBank(p0, p1)]]&lt;br /&gt;
&lt;br /&gt;
==Brain==&lt;br /&gt;
**[[Brain::registerObjectScriptBrain|Brain::registerObjectScriptBrain(scriptName, p1, p2, p3, p4, p5)]]&lt;br /&gt;
**[[Brain::disableScriptBrainSet|Brain::disableScriptBrainSet(brainSet)]]&lt;br /&gt;
**[[Brain::registerWorldPointScriptBrain|Brain::registerWorldPointScriptBrain(p0, p1, p2)]]&lt;br /&gt;
**[[Brain::addScriptToRandomPed|Brain::addScriptToRandomPed(name, model, p2, p3)]]&lt;br /&gt;
**[[Brain::enableScriptBrainSet|Brain::enableScriptBrainSet(brainSet)]]&lt;br /&gt;
**[[Brain::isObjectWithinBrainActivationRange|Brain::isObjectWithinBrainActivationRange(object)]]&lt;br /&gt;
&lt;br /&gt;
==Cam==&lt;br /&gt;
**[[Cam::isCamSplinePaused|Cam::isCamSplinePaused(p0)]]&lt;br /&gt;
**[[Cam::renderScriptCams|Cam::renderScriptCams(render:Boolean, ease:Boolean, easeTime:int, p3:Boolean, p4:Boolean)]]&lt;br /&gt;
**[[Cam::stopGameplayCamShaking|Cam::stopGameplayCamShaking(p0)]]&lt;br /&gt;
**[[Cam::setGameplayCamRawYaw|Cam::setGameplayCamRawYaw(yaw)]]&lt;br /&gt;
**[[Cam::setCamSplineDuration|Cam::setCamSplineDuration(cam, timeDuration)]]&lt;br /&gt;
**[[Cam::setGameplayEntityHint|Cam::setGameplayEntityHint(p0, p1, p2, p3, p4, p5, p6, p7, p8)]]&lt;br /&gt;
**[[Cam::setFollowVehicleCamZoomLevel|Cam::setFollowVehicleCamZoomLevel(zoomLevel)]]&lt;br /&gt;
**[[Cam::stopCinematicCamShaking|Cam::stopCinematicCamShaking(p0)]]&lt;br /&gt;
**[[Cam::setCamSplinePhase|Cam::setCamSplinePhase(cam, p1)]]&lt;br /&gt;
**[[Cam::setGameplayPedHint|Cam::setGameplayPedHint(p0, x1, y1, z1, p4, p5, p6, p7)]]&lt;br /&gt;
**[[Cam::overrideCamSplineVelocity|Cam::overrideCamSplineVelocity(cam, p1, p2, p3)]]&lt;br /&gt;
**[[Cam::setFollowPedCamCutsceneChat|Cam::setFollowPedCamCutsceneChat(p0, p1)]]&lt;br /&gt;
**[[Cam::setGameplayHintFov|Cam::setGameplayHintFov(FOV)]]&lt;br /&gt;
**[[Cam::setCinematicButtonActive|Cam::setCinematicButtonActive(p0)]]&lt;br /&gt;
**[[Cam::setFollowPedCamViewMode|Cam::setFollowPedCamViewMode(viewMode)]]&lt;br /&gt;
**[[Cam::getGameplayCamRot|Cam::getGameplayCamRot(p0)]]&lt;br /&gt;
**[[Cam::createCamera|Cam::createCamera(camHash, p1)]]&lt;br /&gt;
**[[Cam::createCameraWithParams|Cam::createCameraWithParams(camHash, posX, posY, posZ, rotX, rotY, rotZ, fov, p8, p9)]]&lt;br /&gt;
**[[Cam::setGameplayCamRelativePitch|Cam::setGameplayCamRelativePitch(x, Value2)]]&lt;br /&gt;
**[[Cam::createCinematicShot|Cam::createCinematicShot(p0, p1, p2, entity)]]&lt;br /&gt;
**[[Cam::setGameplayCamRawPitch|Cam::setGameplayCamRawPitch(pitch)]]&lt;br /&gt;
**[[Cam::stopCinematicShot|Cam::stopCinematicShot(p0)]]&lt;br /&gt;
**[[Cam::overrideCamSplineMotionBlur|Cam::overrideCamSplineMotionBlur(p0, p1, p2, p3)]]&lt;br /&gt;
**[[Cam::setCamEffect|Cam::setCamEffect(p0)]]&lt;br /&gt;
**[[Cam::getGameplayCamRot|Cam::getGameplayCamRot(p0)]]&lt;br /&gt;
**[[Cam::setGameplayObjectHint|Cam::setGameplayObjectHint(p0, p1, p2, p3, p4, p5, p6, p7)]]&lt;br /&gt;
**[[Cam::addCamSplineNode|Cam::addCamSplineNode(camera, x, y, z, xRot, yRot, zRot, length, p8, p9)]]&lt;br /&gt;
**[[Cam::doScreenFadeOut|Cam::doScreenFadeOut(duration)]]&lt;br /&gt;
**[[Cam::destroyAllCams|Cam::destroyAllCams(destroy)]]&lt;br /&gt;
**[[Cam::clampGameplayCamYaw|Cam::clampGameplayCamYaw(minimum, maximum)]]&lt;br /&gt;
**[[Cam::setTimeIdleDrop|Cam::setTimeIdleDrop(p0, p1)]]&lt;br /&gt;
**[[Cam::setGameplayVehicleHint|Cam::setGameplayVehicleHint(p0, p1, p2, p3, p4, p5, p6, p7)]]&lt;br /&gt;
**[[Cam::clampGameplayCamPitch|Cam::clampGameplayCamPitch(minimum, maximum)]]&lt;br /&gt;
**[[Cam::setGameplayCamShakeAmplitude|Cam::setGameplayCamShakeAmplitude(amplitude)]]&lt;br /&gt;
**[[Cam::setFollowVehicleCamViewMode|Cam::setFollowVehicleCamViewMode(viewMode)]]&lt;br /&gt;
**[[Cam::getCamSplineNodeIndex|Cam::getCamSplineNodeIndex(cam)]]&lt;br /&gt;
**[[Cam::setGameplayCamRelativeHeading|Cam::setGameplayCamRelativeHeading(heading)]]&lt;br /&gt;
**[[Cam::createCamWithParams|Cam::createCamWithParams(camName, posX, posY, posZ, rotX, rotY, rotZ, fov, p8, p9)]]&lt;br /&gt;
**[[Cam::createCam|Cam::createCam(camName, p1)]]&lt;br /&gt;
**[[Cam::setCinematicCamShakeAmplitude|Cam::setCinematicCamShakeAmplitude(p0)]]&lt;br /&gt;
**[[Cam::isCinematicShotActive|Cam::isCinematicShotActive(p0)]]&lt;br /&gt;
**[[Cam::doScreenFadeIn|Cam::doScreenFadeIn(duration)]]&lt;br /&gt;
**[[Cam::setGameplayCoordHint|Cam::setGameplayCoordHint(p0, p1, p2, p3, p4, p5, p6)]]&lt;br /&gt;
**[[Cam::getCamSplineNodePhase|Cam::getCamSplineNodePhase(p0)]]&lt;br /&gt;
**[[Cam::setWidescreenBorders|Cam::setWidescreenBorders(p0, p1)]]&lt;br /&gt;
**[[Cam::shakeCinematicCam|Cam::shakeCinematicCam(p0, p1)]]&lt;br /&gt;
**[[Cam::setCinematicModeActive|Cam::setCinematicModeActive(p0)]]&lt;br /&gt;
**[[Cam::animateGameplayCamZoom|Cam::animateGameplayCamZoom(p0, distance)]]&lt;br /&gt;
**[[Cam::playSynchronizedCamAnim|Cam::playSynchronizedCamAnim(p0, p1, animName, animDictionary)]]&lt;br /&gt;
**[[Cam::isSphereVisible|Cam::isSphereVisible(x, y, z, radius)]]&lt;br /&gt;
**[[Cam::getIsMultiplayerBrief|Cam::getIsMultiplayerBrief(p0)]]&lt;br /&gt;
**[[Cam::stopGameplayHint|Cam::stopGameplayHint(p0)]]&lt;br /&gt;
**[[Cam::shakeGameplayCam|Cam::shakeGameplayCam(shakeName, intensity)]]&lt;br /&gt;
&lt;br /&gt;
==Controls==&lt;br /&gt;
**[[Controls::getControlActionName|Controls::getControlActionName(inputGroup, control, p2)]]&lt;br /&gt;
**[[Controls::getDisabledControlNormal|Controls::getDisabledControlNormal(inputGroup, control)]]&lt;br /&gt;
**[[Controls::isInputJustDisabled|Controls::isInputJustDisabled(inputGroup)]]&lt;br /&gt;
**[[Controls::isControlEnabled|Controls::isControlEnabled(inputGroup, control)]]&lt;br /&gt;
**[[Controls::isDisabledControlJustReleased|Controls::isDisabledControlJustReleased(inputGroup, control)]]&lt;br /&gt;
**[[Controls::enableControlAction|Controls::enableControlAction(inputGroup, control, enable)]]&lt;br /&gt;
**[[Controls::stopPadShake|Controls::stopPadShake(p0)]]&lt;br /&gt;
**[[Controls::setPadShake|Controls::setPadShake(p0, duration, frequency)]]&lt;br /&gt;
**[[Controls::isControlJustReleased|Controls::isControlJustReleased(inputGroup, control)]]&lt;br /&gt;
**[[Controls::isControlJustPressed|Controls::isControlJustPressed(inputGroup, control)]]&lt;br /&gt;
**[[Controls::disableAllControlActions|Controls::disableAllControlActions(inputGroup)]]&lt;br /&gt;
**[[Controls::isControlReleased|Controls::isControlReleased(inputGroup, control)]]&lt;br /&gt;
**[[Controls::setPlayerpadShakesWhenControllerDisabled|Controls::setPlayerpadShakesWhenControllerDisabled(toggle)]]&lt;br /&gt;
**[[Controls::isDisabledControlJustPressed|Controls::isDisabledControlJustPressed(inputGroup, control)]]&lt;br /&gt;
**[[Controls::isInputDisabled|Controls::isInputDisabled(inputGroup)]]&lt;br /&gt;
**[[Controls::enableAllControlActions|Controls::enableAllControlActions(inputGroup)]]&lt;br /&gt;
**[[Controls::getControlValue|Controls::getControlValue(inputGroup, control)]]&lt;br /&gt;
**[[Controls::isDisabledControlPressed|Controls::isDisabledControlPressed(inputGroup, control)]]&lt;br /&gt;
**[[Controls::setControlNormal|Controls::setControlNormal(inputGroup, control, amount)]]&lt;br /&gt;
**[[Controls::getControlNormal|Controls::getControlNormal(inputGroup, control)]]&lt;br /&gt;
**[[Controls::setInputExclusive|Controls::setInputExclusive(inputGroup, control)]]&lt;br /&gt;
**[[Controls::isControlPressed|Controls::isControlPressed(inputGroup, control)]]&lt;br /&gt;
**[[Controls::disableControlAction|Controls::disableControlAction(inputGroup, control, disable)]]&lt;br /&gt;
&lt;br /&gt;
==Cutscene==&lt;br /&gt;
**[[Cutscene::setCutscenePedPropVariation|Cutscene::setCutscenePedPropVariation(cutsceneEntName, p1, p2, p3, modelHash)]]&lt;br /&gt;
**[[Cutscene::getEntityIndexOfCutsceneEntity|Cutscene::getEntityIndexOfCutsceneEntity(cutsceneEntName, modelHash)]]&lt;br /&gt;
**[[Cutscene::startCutscene|Cutscene::startCutscene(p0)]]&lt;br /&gt;
**[[Cutscene::startCutsceneAtCoords|Cutscene::startCutsceneAtCoords(x, y, z, p3)]]&lt;br /&gt;
**[[Cutscene::hasThisCutsceneLoaded|Cutscene::hasThisCutsceneLoaded(cutsceneName)]]&lt;br /&gt;
**[[Cutscene::doesCutsceneEntityExist|Cutscene::doesCutsceneEntityExist(cutsceneEntName, modelHash)]]&lt;br /&gt;
**[[Cutscene::canSetExitStateForRegisteredEntity|Cutscene::canSetExitStateForRegisteredEntity(cutsceneEntName, modelHash)]]&lt;br /&gt;
**[[Cutscene::canSetEnterStateForRegisteredEntity|Cutscene::canSetEnterStateForRegisteredEntity(cutsceneEntName, modelHash)]]&lt;br /&gt;
**[[Cutscene::requestCutscene|Cutscene::requestCutscene(cutsceneName, p1)]]&lt;br /&gt;
**[[Cutscene::setCutsceneFadeValues|Cutscene::setCutsceneFadeValues(p0, p1, p2, p3)]]&lt;br /&gt;
**[[Cutscene::setCutsceneTriggerArea|Cutscene::setCutsceneTriggerArea(p0, p1, p2, p3, p4, p5)]]&lt;br /&gt;
**[[Cutscene::canSetExitStateForCamera|Cutscene::canSetExitStateForCamera(p0)]]&lt;br /&gt;
**[[Cutscene::setCutsceneOrigin|Cutscene::setCutsceneOrigin(p0, p1, p2, p3, p4)]]&lt;br /&gt;
**[[Cutscene::setCutscenePedComponentVariation|Cutscene::setCutscenePedComponentVariation(cutsceneEntName, p1, p2, p3, modelHash)]]&lt;br /&gt;
**[[Cutscene::getEntityIndexOfRegisteredEntity|Cutscene::getEntityIndexOfRegisteredEntity(cutsceneEntName, modelHash)]]&lt;br /&gt;
**[[Cutscene::requestCutscene2|Cutscene::requestCutscene2(cutsceneName, p1, p2)]]&lt;br /&gt;
**[[Cutscene::stopCutscene|Cutscene::stopCutscene(p0)]]&lt;br /&gt;
**[[Cutscene::registerEntityForCutscene|Cutscene::registerEntityForCutscene(cutscenePed, cutsceneEntName, p2, modelHash, p4)]]&lt;br /&gt;
&lt;br /&gt;
==Datafile==&lt;br /&gt;
**[[Datafile::objectValueGetType|Datafile::objectValueGetType(objectData, key)]]&lt;br /&gt;
**[[Datafile::arrayValueGetSize|Datafile::arrayValueGetSize(arrayData)]]&lt;br /&gt;
**[[Datafile::objectValueGetFloat|Datafile::objectValueGetFloat(objectData, key)]]&lt;br /&gt;
**[[Datafile::objectValueGetBoolean|Datafile::objectValueGetBoolean(objectData, key)]]&lt;br /&gt;
**[[Datafile::arrayValueAddString|Datafile::arrayValueAddString(arrayData, value)]]&lt;br /&gt;
**[[Datafile::objectValueAddBoolean|Datafile::objectValueAddBoolean(objectData, key, value)]]&lt;br /&gt;
**[[Datafile::arrayValueGetType|Datafile::arrayValueGetType(arrayData, arrayIndex)]]&lt;br /&gt;
**[[Datafile::objectValueGetString|Datafile::objectValueGetString(objectData, key)]]&lt;br /&gt;
**[[Datafile::arrayValueGetInteger|Datafile::arrayValueGetInteger(arrayData, arrayIndex)]]&lt;br /&gt;
**[[Datafile::arrayValueAddVector3|Datafile::arrayValueAddVector3(arrayData, valueX, valueY, valueZ)]]&lt;br /&gt;
**[[Datafile::objectValueGetVector3|Datafile::objectValueGetVector3(objectData, key)]]&lt;br /&gt;
**[[Datafile::objectValueAddVector3|Datafile::objectValueAddVector3(objectData, key, valueX, valueY, valueZ)]]&lt;br /&gt;
**[[Datafile::arrayValueGetBoolean|Datafile::arrayValueGetBoolean(arrayData, arrayIndex)]]&lt;br /&gt;
**[[Datafile::arrayValueAddFloat|Datafile::arrayValueAddFloat(arrayData, value)]]&lt;br /&gt;
**[[Datafile::objectValueAddArray|Datafile::objectValueAddArray(objectData, key)]]&lt;br /&gt;
**[[Datafile::arrayValueAddObject|Datafile::arrayValueAddObject(arrayData)]]&lt;br /&gt;
**[[Datafile::objectValueGetInteger|Datafile::objectValueGetInteger(objectData, key)]]&lt;br /&gt;
**[[Datafile::objectValueGetArray|Datafile::objectValueGetArray(objectData, key)]]&lt;br /&gt;
**[[Datafile::arrayValueGetObject|Datafile::arrayValueGetObject(arrayData, arrayIndex)]]&lt;br /&gt;
**[[Datafile::arrayValueGetVector3|Datafile::arrayValueGetVector3(arrayData, arrayIndex)]]&lt;br /&gt;
**[[Datafile::objectValueAddString|Datafile::objectValueAddString(objectData, key, value)]]&lt;br /&gt;
**[[Datafile::objectValueAddObject|Datafile::objectValueAddObject(objectData, key)]]&lt;br /&gt;
**[[Datafile::objectValueGetObject|Datafile::objectValueGetObject(objectData, key)]]&lt;br /&gt;
**[[Datafile::arrayValueGetFloat|Datafile::arrayValueGetFloat(arrayData, arrayIndex)]]&lt;br /&gt;
**[[Datafile::objectValueAddFloat|Datafile::objectValueAddFloat(objectData, key, value)]]&lt;br /&gt;
**[[Datafile::loadUgcFile|Datafile::loadUgcFile(filename)]]&lt;br /&gt;
**[[Datafile::arrayValueAddInteger|Datafile::arrayValueAddInteger(arrayData, value)]]&lt;br /&gt;
**[[Datafile::arrayValueGetString|Datafile::arrayValueGetString(arrayData, arrayIndex)]]&lt;br /&gt;
**[[Datafile::objectValueAddInteger|Datafile::objectValueAddInteger(objectData, key, value)]]&lt;br /&gt;
**[[Datafile::arrayValueAddBoolean|Datafile::arrayValueAddBoolean(arrayData, value)]]&lt;br /&gt;
&lt;br /&gt;
==Decisionevent==&lt;br /&gt;
**[[Decisionevent::isShockingEventInSphere|Decisionevent::isShockingEventInSphere(type, x, y, z, radius)]]&lt;br /&gt;
**[[Decisionevent::removeShockingEvent|Decisionevent::removeShockingEvent(event)]]&lt;br /&gt;
**[[Decisionevent::suppressShockingEventTypeNextFrame|Decisionevent::suppressShockingEventTypeNextFrame(type)]]&lt;br /&gt;
**[[Decisionevent::clearDecisionMakerEventResponse|Decisionevent::clearDecisionMakerEventResponse(name, type)]]&lt;br /&gt;
**[[Decisionevent::addShockingEventForEntity|Decisionevent::addShockingEventForEntity(type, entity, duration)]]&lt;br /&gt;
**[[Decisionevent::unblockDecisionMakerEvent|Decisionevent::unblockDecisionMakerEvent(name, type)]]&lt;br /&gt;
**[[Decisionevent::addShockingEventAtPosition|Decisionevent::addShockingEventAtPosition(type, x, y, z, duration)]]&lt;br /&gt;
**[[Decisionevent::blockDecisionMakerEvent|Decisionevent::blockDecisionMakerEvent(name, type)]]&lt;br /&gt;
**[[Decisionevent::removeAllShockingEvents|Decisionevent::removeAllShockingEvents(p0)]]&lt;br /&gt;
&lt;br /&gt;
==Decorator==&lt;br /&gt;
**[[Decorator::decorIsRegisteredAsType|Decorator::decorIsRegisteredAsType(propertyName, type)]]&lt;br /&gt;
**[[Decorator::decorRegister|Decorator::decorRegister(propertyName, type)]]&lt;br /&gt;
&lt;br /&gt;
==Dlc1==&lt;br /&gt;
**[[Dlc1::getPropFromOutfit|Dlc1::getPropFromOutfit(outfit, slot, item)]]&lt;br /&gt;
**[[Dlc1::initShopPedComponent|Dlc1::initShopPedComponent(outComponent)]]&lt;br /&gt;
**[[Dlc1::getShopPedQueryComponent|Dlc1::getShopPedQueryComponent(componentId, outComponent)]]&lt;br /&gt;
**[[Dlc1::getDlcVehicleData|Dlc1::getDlcVehicleData(dlcVehicleIndex, outData)]]&lt;br /&gt;
**[[Dlc1::getNumDlcWeaponComponents|Dlc1::getNumDlcWeaponComponents(dlcWeaponIndex)]]&lt;br /&gt;
**[[Dlc1::getDlcVehicleFlags|Dlc1::getDlcVehicleFlags(p0)]]&lt;br /&gt;
**[[Dlc1::getForcedComponent|Dlc1::getForcedComponent(componentHash, componentId, p2, p3, p4)]]&lt;br /&gt;
**[[Dlc1::getDlcWeaponComponentData|Dlc1::getDlcWeaponComponentData(p0, p1, ComponentDataPtr)]]&lt;br /&gt;
**[[Dlc1::getShopPedQueryOutfit|Dlc1::getShopPedQueryOutfit(p0, outfit)]]&lt;br /&gt;
**[[Dlc1::getVariantComponent|Dlc1::getVariantComponent(componentHash, componentId, p2, p3, p4)]]&lt;br /&gt;
**[[Dlc1::getShopPedComponent|Dlc1::getShopPedComponent(p0, p1)]]&lt;br /&gt;
**[[Dlc1::getDlcWeaponData|Dlc1::getDlcWeaponData(dlcWeaponIndex, outData)]]&lt;br /&gt;
**[[Dlc1::getNumPropsFromOutfit|Dlc1::getNumPropsFromOutfit(character, p1, p2, p3, p4, componentId)]]&lt;br /&gt;
**[[Dlc1::getShopPedOutfit|Dlc1::getShopPedOutfit(p0, p1)]]&lt;br /&gt;
**[[Dlc1::getNumForcedComponents|Dlc1::getNumForcedComponents(componentHash)]]&lt;br /&gt;
**[[Dlc1::isDlcDataEmpty|Dlc1::isDlcDataEmpty(dlcData)]]&lt;br /&gt;
**[[Dlc1::getShopPedQueryProp|Dlc1::getShopPedQueryProp(p0, p1)]]&lt;br /&gt;
**[[Dlc1::initShopPedProp|Dlc1::initShopPedProp(outProp)]]&lt;br /&gt;
**[[Dlc1::getDlcVehicleModel|Dlc1::getDlcVehicleModel(dlcVehicleIndex)]]&lt;br /&gt;
&lt;br /&gt;
==Dlc2==&lt;br /&gt;
**[[Dlc2::nullify|Dlc2::nullify(variable, unused)]]&lt;br /&gt;
**[[Dlc2::isDlcPresent|Dlc2::isDlcPresent(DlcHash)]]&lt;br /&gt;
&lt;br /&gt;
==Entity==&lt;br /&gt;
**[[Entity::removeModelSwap|Entity::removeModelSwap(x, y, z, radius, originalModel, newModel, p6)]]&lt;br /&gt;
**[[Entity::findAnimEventPhase|Entity::findAnimEventPhase(animDictionary, animName, p2, p3, p4)]]&lt;br /&gt;
**[[Entity::stopSynchronizedMapEntityAnim|Entity::stopSynchronizedMapEntityAnim(p0, p1, p2, p3, p4, p5)]]&lt;br /&gt;
**[[Entity::createForcedObject|Entity::createForcedObject(x, y, z, p3, modelHash, p5)]]&lt;br /&gt;
**[[Entity::createModelHideExcludingScriptObjects|Entity::createModelHideExcludingScriptObjects(x, y, z, radius, model, p5)]]&lt;br /&gt;
**[[Entity::setObjectAsNoLongerNeeded|Entity::setObjectAsNoLongerNeeded(object)]]&lt;br /&gt;
**[[Entity::removeForcedObject|Entity::removeForcedObject(p0, p1, p2, p3, p4)]]&lt;br /&gt;
**[[Entity::isAnEntity|Entity::isAnEntity(handle)]]&lt;br /&gt;
**[[Entity::createModelHide|Entity::createModelHide(x, y, z, radius, model, p5)]]&lt;br /&gt;
**[[Entity::createModelSwap|Entity::createModelSwap(x, y, z, radius, originalModel, newModel, p6)]]&lt;br /&gt;
**[[Entity::playSynchronizedMapEntityAnim|Entity::playSynchronizedMapEntityAnim(p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11)]]&lt;br /&gt;
**[[Entity::removeModelHide|Entity::removeModelHide(p0, p1, p2, p3, p4, p5)]]&lt;br /&gt;
**[[Entity::wouldEntityBeOccluded|Entity::wouldEntityBeOccluded(hash, x, y, z, p4)]]&lt;br /&gt;
**[[Entity::getEntityAnimDuration|Entity::getEntityAnimDuration(animDict, animName)]]&lt;br /&gt;
&lt;br /&gt;
==Fire==&lt;br /&gt;
**[[Fire::stopFireInRange|Fire::stopFireInRange(x, y, z, radius)]]&lt;br /&gt;
**[[Fire::getPedInsideExplosionArea|Fire::getPedInsideExplosionArea(explosionType, x1, y1, z1, x2, y2, z2, radius)]]&lt;br /&gt;
**[[Fire::isExplosionInArea|Fire::isExplosionInArea(explosionType, x1, y1, z1, x2, y2, z2)]]&lt;br /&gt;
**[[Fire::getClosestFirePos|Fire::getClosestFirePos(outPosition, x, y, z)]]&lt;br /&gt;
**[[Fire::addSpecfxExplosion|Fire::addSpecfxExplosion(x, y, z, explosionType, explosionFx, damageScale, isAudible, isInvisible, cameraShake)]]&lt;br /&gt;
**[[Fire::getNumberOfFiresInRange|Fire::getNumberOfFiresInRange(x, y, z, radius)]]&lt;br /&gt;
**[[Fire::startScriptFire|Fire::startScriptFire(X, Y, Z, maxChildren, isGasFire)]]&lt;br /&gt;
**[[Fire::removeScriptFire|Fire::removeScriptFire(fireHandle)]]&lt;br /&gt;
**[[Fire::isExplosionInAngledArea|Fire::isExplosionInAngledArea(explosionType, x1, y1, z1, x2, y2, z2, angle)]]&lt;br /&gt;
**[[Fire::isExplosionInSphere|Fire::isExplosionInSphere(explosionType, x, y, z, radius)]]&lt;br /&gt;
**[[Fire::addExplosion|Fire::addExplosion(x, y, z, explosionType, damageScale, isAudible, isInvisible, cameraShake)]]&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
**[[Gameplay::displayOnscreenKeyboard|Gameplay::displayOnscreenKeyboard(p0, windowTitle, p2, defaultText, defaultConcat1, defaultConcat2, defaultConcat3, maxInputLength)]]&lt;br /&gt;
**[[Gameplay::clearAreaOfVehicles|Gameplay::clearAreaOfVehicles(x, y, z, radius, p4, p5, p6, p7, p8)]]&lt;br /&gt;
**[[Gameplay::getModelDimensions|Gameplay::getModelDimensions(modelHash, minimum, maximum)]]&lt;br /&gt;
**[[Gameplay::clearAreaOfCops|Gameplay::clearAreaOfCops(x, y, z, radius, flags)]]&lt;br /&gt;
**[[Gameplay::createIncidentWithEntity|Gameplay::createIncidentWithEntity(p0, p1, p2, p3, outIncident)]]&lt;br /&gt;
**[[Gameplay::hasButtonCombinationJustBeenEntered|Gameplay::hasButtonCombinationJustBeenEntered(hash, amount)]]&lt;br /&gt;
**[[Gameplay::clearAreaOfProjectiles|Gameplay::clearAreaOfProjectiles(x, y, z, radius, flags)]]&lt;br /&gt;
**[[Gameplay::areStringsEqual|Gameplay::areStringsEqual(string1, string2)]]&lt;br /&gt;
**[[Gameplay::registerEnumToSave|Gameplay::registerEnumToSave(p0, name)]]&lt;br /&gt;
**[[Gameplay::overrideSaveHouse|Gameplay::overrideSaveHouse(p0, p1, p2, p3, p4, p5, p6, p7)]]&lt;br /&gt;
**[[Gameplay::setFireAmmoThisFrame|Gameplay::setFireAmmoThisFrame()]]&lt;br /&gt;
**[[Gameplay::clearAngledAreaOfVehicles|Gameplay::clearAngledAreaOfVehicles(p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11)]]&lt;br /&gt;
**[[Gameplay::setFakeWantedLevel|Gameplay::setFakeWantedLevel(fakeWantedLevel)]]&lt;br /&gt;
**[[Gameplay::getAngleBetween2dVectors|Gameplay::getAngleBetween2dVectors(x1, y1, x2, y2)]]&lt;br /&gt;
**[[Gameplay::setMinigameInProgress|Gameplay::setMinigameInProgress(toggle)]]&lt;br /&gt;
**[[Gameplay::isBulletInAngledArea|Gameplay::isBulletInAngledArea(p0, p1, p2, p3, p4, p5, p6, p7)]]&lt;br /&gt;
**[[Gameplay::addStuntJump|Gameplay::addStuntJump(p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, p12, p13, p14, p15, p16)]]&lt;br /&gt;
**[[Gameplay::acos|Gameplay::acos(p0)]]&lt;br /&gt;
**[[Gameplay::setTimeScale|Gameplay::setTimeScale(time)]]&lt;br /&gt;
**[[Gameplay::setFadeOutAfterArrest|Gameplay::setFadeOutAfterArrest(toggle)]]&lt;br /&gt;
**[[Gameplay::compareStrings|Gameplay::compareStrings(str1, str2, matchCase, maxLength)]]&lt;br /&gt;
**[[Gameplay::addHospitalRestart|Gameplay::addHospitalRestart(x, y, z, p3, p4)]]&lt;br /&gt;
**[[Gameplay::ignoreNextRestart|Gameplay::ignoreNextRestart(toggle)]]&lt;br /&gt;
**[[Gameplay::disablePoliceRestart|Gameplay::disablePoliceRestart(policeIndex, toggle)]]&lt;br /&gt;
**[[Gameplay::removeDispatchSpawnBlockingArea|Gameplay::removeDispatchSpawnBlockingArea(p0)]]&lt;br /&gt;
**[[Gameplay::setWeatherTypeNow|Gameplay::setWeatherTypeNow(weatherType)]]&lt;br /&gt;
**[[Gameplay::disableAutomaticRespawn|Gameplay::disableAutomaticRespawn(disableRespawn)]]&lt;br /&gt;
**[[Gameplay::isProjectileTypeInArea|Gameplay::isProjectileTypeInArea(x1, y1, z1, x2, y2, z2, type, p7)]]&lt;br /&gt;
**[[Gameplay::isNextWeatherType|Gameplay::isNextWeatherType(weatherType)]]&lt;br /&gt;
**[[Gameplay::getHeadingFromVector2d|Gameplay::getHeadingFromVector2d(dx, dy)]]&lt;br /&gt;
**[[Gameplay::getRandomFloatInRange|Gameplay::getRandomFloatInRange(startRange, endRange)]]&lt;br /&gt;
**[[Gameplay::registerIntToSave|Gameplay::registerIntToSave(p0, name)]]&lt;br /&gt;
**[[Gameplay::isBulletInArea|Gameplay::isBulletInArea(p0, p1, p2, p3, p4)]]&lt;br /&gt;
**[[Gameplay::createIncident|Gameplay::createIncident(p0, p2, p3, p4, p5, p6, outIncident)]]&lt;br /&gt;
**[[Gameplay::setRandomSeed|Gameplay::setRandomSeed(time)]]&lt;br /&gt;
**[[Gameplay::isPrevWeatherType|Gameplay::isPrevWeatherType(weatherType)]]&lt;br /&gt;
**[[Gameplay::setDispatchTimeBetweenSpawnAttempts|Gameplay::setDispatchTimeBetweenSpawnAttempts(p0, p1)]]&lt;br /&gt;
**[[Gameplay::addPoliceRestart|Gameplay::addPoliceRestart(p0, p1, p2, p3, p4)]]&lt;br /&gt;
**[[Gameplay::setDispatchTimeBetweenSpawnAttemptsMultiplier|Gameplay::setDispatchTimeBetweenSpawnAttemptsMultiplier(p0, p1)]]&lt;br /&gt;
**[[Gameplay::setFadeOutAfterDeath|Gameplay::setFadeOutAfterDeath(toggle)]]&lt;br /&gt;
**[[Gameplay::setSaveHouse|Gameplay::setSaveHouse(p0, p1, p2)]]&lt;br /&gt;
**[[Gameplay::isProjectileInArea|Gameplay::isProjectileInArea(x1, y1, z1, x2, y2, z2, ownedByPlayer)]]&lt;br /&gt;
**[[Gameplay::getBitsInRange|Gameplay::getBitsInRange(var, rangeStart, rangeEnd)]]&lt;br /&gt;
**[[Gameplay::deleteIncident|Gameplay::deleteIncident(incidentId)]]&lt;br /&gt;
**[[Gameplay::hasCheatStringJustBeenEntered|Gameplay::hasCheatStringJustBeenEntered(hash)]]&lt;br /&gt;
**[[Gameplay::setGamePaused|Gameplay::setGamePaused(toggle)]]&lt;br /&gt;
**[[Gameplay::setWeatherTypeTransition|Gameplay::setWeatherTypeTransition(sourceWeather, targetWeather, transitionTime)]]&lt;br /&gt;
**[[Gameplay::setSuperJumpThisFrame|Gameplay::setSuperJumpThisFrame()]]&lt;br /&gt;
**[[Gameplay::stringToInt|Gameplay::stringToInt(string, outInteger)]]&lt;br /&gt;
**[[Gameplay::startSaveArray|Gameplay::startSaveArray(p0, p1, arrayName)]]&lt;br /&gt;
**[[Gameplay::tan|Gameplay::tan(p0)]]&lt;br /&gt;
**[[Gameplay::setRainFxIntensity|Gameplay::setRainFxIntensity(intensity)]]&lt;br /&gt;
**[[Gameplay::findSpawnPointInDirection|Gameplay::findSpawnPointInDirection(x1, y1, z1, x2, y2, z2, distance, spawnPoint)]]&lt;br /&gt;
**[[Gameplay::setDispatchIdealSpawnDistance|Gameplay::setDispatchIdealSpawnDistance(p0)]]&lt;br /&gt;
**[[Gameplay::setWeatherTypePersist|Gameplay::setWeatherTypePersist(weatherType)]]&lt;br /&gt;
**[[Gameplay::absf|Gameplay::absf(value)]]&lt;br /&gt;
**[[Gameplay::setGravityLevel|Gameplay::setGravityLevel(level)]]&lt;br /&gt;
**[[Gameplay::registerFloatToSave|Gameplay::registerFloatToSave(p0, name)]]&lt;br /&gt;
**[[Gameplay::shootSingleBulletBetweenCoords|Gameplay::shootSingleBulletBetweenCoords(x1, y1, z1, x2, y2, z2, damage, p7, weaponHash, ownerPed, isAudible, isInvisible, speed)]]&lt;br /&gt;
**[[Gameplay::atan2|Gameplay::atan2(p0, p1)]]&lt;br /&gt;
**[[Gameplay::setBitsInRange|Gameplay::setBitsInRange(var, rangeStart, rangeEnd, p3)]]&lt;br /&gt;
**[[Gameplay::setBit|Gameplay::setBit(address, offset)]]&lt;br /&gt;
**[[Gameplay::clearAreaOfEverything|Gameplay::clearAreaOfEverything(x, y, z, radius, p4, p5, p6, p7)]]&lt;br /&gt;
**[[Gameplay::setRandomEventFlag|Gameplay::setRandomEventFlag(p0)]]&lt;br /&gt;
**[[Gameplay::hasBulletImpactedInArea|Gameplay::hasBulletImpactedInArea(p0, p1, p2, p3, p4, p5)]]&lt;br /&gt;
**[[Gameplay::enableMpDlcMaps|Gameplay::enableMpDlcMaps(toggle)]]&lt;br /&gt;
**[[Gameplay::terminateAllScriptsWithThisName|Gameplay::terminateAllScriptsWithThisName(scriptName)]]&lt;br /&gt;
**[[Gameplay::setOverrideWeather|Gameplay::setOverrideWeather(weatherType)]]&lt;br /&gt;
**[[Gameplay::disableStuntJumpSet|Gameplay::disableStuntJumpSet(p0)]]&lt;br /&gt;
**[[Gameplay::clearArea|Gameplay::clearArea(X, Y, Z, radius, p4, ignoreCopCars, ignoreObjects, p7)]]&lt;br /&gt;
**[[Gameplay::isAreaOccupied|Gameplay::isAreaOccupied(p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, p12)]]&lt;br /&gt;
**[[Gameplay::setExplosiveAmmoThisFrame|Gameplay::setExplosiveAmmoThisFrame()]]&lt;br /&gt;
**[[Gameplay::isBitSet|Gameplay::isBitSet(address, offset)]]&lt;br /&gt;
**[[Gameplay::startSaveData|Gameplay::startSaveData(p0, p1, p2)]]&lt;br /&gt;
**[[Gameplay::atan|Gameplay::atan(p0)]]&lt;br /&gt;
**[[Gameplay::setThisScriptCanBePaused|Gameplay::setThisScriptCanBePaused(toggle)]]&lt;br /&gt;
**[[Gameplay::setWind|Gameplay::setWind(p0)]]&lt;br /&gt;
**[[Gameplay::isPositionOccupied|Gameplay::isPositionOccupied(p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10)]]&lt;br /&gt;
**[[Gameplay::setCreditsActive|Gameplay::setCreditsActive(toggle)]]&lt;br /&gt;
**[[Gameplay::setThisScriptCanRemoveBlipsCreatedByAnyScript|Gameplay::setThisScriptCanRemoveBlipsCreatedByAnyScript(toggle)]]&lt;br /&gt;
**[[Gameplay::addStuntJumpAngled|Gameplay::addStuntJumpAngled(p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, p12, p13, p14, p15, p16, p17, p18)]]&lt;br /&gt;
**[[Gameplay::clearAreaOfPeds|Gameplay::clearAreaOfPeds(x, y, z, radius, flags)]]&lt;br /&gt;
**[[Gameplay::startSaveStruct|Gameplay::startSaveStruct(p0, p1, structName)]]&lt;br /&gt;
**[[Gameplay::registerSaveHouse|Gameplay::registerSaveHouse(p0, p1, p2, p3, p4, p5, p6)]]&lt;br /&gt;
**[[Gameplay::setMissionFlag|Gameplay::setMissionFlag(toggle)]]&lt;br /&gt;
**[[Gameplay::getProfileSetting|Gameplay::getProfileSetting(profileSetting)]]&lt;br /&gt;
**[[Gameplay::setUnkMapFlag|Gameplay::setUnkMapFlag(flag)]]&lt;br /&gt;
**[[Gameplay::asin|Gameplay::asin(p0)]]&lt;br /&gt;
**[[Gameplay::disableHospitalRestart|Gameplay::disableHospitalRestart(hospitalIndex, toggle)]]&lt;br /&gt;
**[[Gameplay::isIncidentValid|Gameplay::isIncidentValid(incidentId)]]&lt;br /&gt;
**[[Gameplay::registerBoolToSave|Gameplay::registerBoolToSave(p0, name)]]&lt;br /&gt;
**[[Gameplay::getGroundZFor3dCoord|Gameplay::getGroundZFor3dCoord(x, y, z, groundZ, unk)]]&lt;br /&gt;
**[[Gameplay::setSaveMenuActive|Gameplay::setSaveMenuActive(unk)]]&lt;br /&gt;
**[[Gameplay::isStringNullOrEmpty|Gameplay::isStringNullOrEmpty(string)]]&lt;br /&gt;
**[[Gameplay::getHashKey|Gameplay::getHashKey(value)]]&lt;br /&gt;
**[[Gameplay::getRandomIntInRange|Gameplay::getRandomIntInRange(startRange, endRange)]]&lt;br /&gt;
**[[Gameplay::setFadeInAfterDeathArrest|Gameplay::setFadeInAfterDeathArrest(toggle)]]&lt;br /&gt;
**[[Gameplay::enableDispatchService|Gameplay::enableDispatchService(dispatchType, toggle)]]&lt;br /&gt;
**[[Gameplay::deleteStuntJump|Gameplay::deleteStuntJump(p0)]]&lt;br /&gt;
**[[Gameplay::hasBulletImpactedInBox|Gameplay::hasBulletImpactedInBox(p0, p1, p2, p3, p4, p5, p6, p7)]]&lt;br /&gt;
**[[Gameplay::clearAreaOfObjects|Gameplay::clearAreaOfObjects(x, y, z, radius, flags)]]&lt;br /&gt;
**[[Gameplay::isBulletInBox|Gameplay::isBulletInBox(p0, p1, p2, p3, p4, p5, p6)]]&lt;br /&gt;
**[[Gameplay::beginReplayStats|Gameplay::beginReplayStats(p0, p1)]]&lt;br /&gt;
**[[Gameplay::enableStuntJumpSet|Gameplay::enableStuntJumpSet(p0)]]&lt;br /&gt;
**[[Gameplay::isPointObscuredByAMissionEntity|Gameplay::isPointObscuredByAMissionEntity(p0, p1, p2, p3, p4, p5, p6)]]&lt;br /&gt;
**[[Gameplay::clearBit|Gameplay::clearBit(address, offset)]]&lt;br /&gt;
**[[Gameplay::setWindDirection|Gameplay::setWindDirection(direction)]]&lt;br /&gt;
**[[Gameplay::setWeatherTypeNowPersist|Gameplay::setWeatherTypeNowPersist(weatherType)]]&lt;br /&gt;
**[[Gameplay::registerTextLabelToSave|Gameplay::registerTextLabelToSave(p0, name)]]&lt;br /&gt;
**[[Gameplay::setWindSpeed|Gameplay::setWindSpeed(speed)]]&lt;br /&gt;
**[[Gameplay::isProjectileTypeInAngledArea|Gameplay::isProjectileTypeInAngledArea(p0, p1, p2, p3, p4, p5, p6, p7, p8)]]&lt;br /&gt;
**[[Gameplay::absi|Gameplay::absi(value)]]&lt;br /&gt;
**[[Gameplay::usingMissionCreator|Gameplay::usingMissionCreator(toggle)]]&lt;br /&gt;
**[[Gameplay::getDistanceBetweenCoords|Gameplay::getDistanceBetweenCoords(x1, y1, z1, x2, y2, z2, useZ)]]&lt;br /&gt;
**[[Gameplay::isStringNull|Gameplay::isStringNull(string)]]&lt;br /&gt;
**[[Gameplay::getWeatherTypeTransition|Gameplay::getWeatherTypeTransition(p0, p1, progress_or_time)]]&lt;br /&gt;
**[[Gameplay::setFadeInAfterLoad|Gameplay::setFadeInAfterLoad(toggle)]]&lt;br /&gt;
**[[Gameplay::setWeatherTypeOverTime|Gameplay::setWeatherTypeOverTime(weatherType, time)]]&lt;br /&gt;
**[[Gameplay::setCloudHatTransition|Gameplay::setCloudHatTransition(type, transitionTime)]]&lt;br /&gt;
**[[Gameplay::getFreeStackSlotsCount|Gameplay::getFreeStackSlotsCount(stackSize)]]&lt;br /&gt;
**[[Gameplay::isSniperBulletInArea|Gameplay::isSniperBulletInArea(x1, y1, z1, x2, y2, z2)]]&lt;br /&gt;
**[[Gameplay::setExplosiveMeleeThisFrame|Gameplay::setExplosiveMeleeThisFrame()]]&lt;br /&gt;
&lt;br /&gt;
==Graphics==&lt;br /&gt;
**[[Graphics::createCheckpoint|Graphics::createCheckpoint(type, posX1, posY1, posZ1, posX2, posY2, posZ2, radius, colorR, colorG, colorB, alpha, reserved)]]&lt;br /&gt;
**[[Graphics::hasStreamedTextureDictLoaded|Graphics::hasStreamedTextureDictLoaded(textureDict)]]&lt;br /&gt;
**[[Graphics::stopScreenEffect|Graphics::stopScreenEffect(effectName)]]&lt;br /&gt;
**[[Graphics::drawDebugBox|Graphics::drawDebugBox(x1, y1, z1, x2, y2, z2, r, g, b, alpha)]]&lt;br /&gt;
**[[Graphics::setFlash|Graphics::setFlash(p0, p1, fadeIn, duration, fadeOut)]]&lt;br /&gt;
**[[Graphics::loadTvChannel|Graphics::loadTvChannel(tvChannel)]]&lt;br /&gt;
**[[Graphics::hasNamedScaleformMovieLoaded|Graphics::hasNamedScaleformMovieLoaded(scaleformName)]]&lt;br /&gt;
**[[Graphics::startParticleFxNonLoopedOnEntity|Graphics::startParticleFxNonLoopedOnEntity(effectName, entity, offsetX, offsetY, offsetZ, rotX, rotY, rotZ, scale, axisX, axisY, axisZ)]]&lt;br /&gt;
**[[Graphics::drawScaleformMovieFullscreen|Graphics::drawScaleformMovieFullscreen(scaleform, red, green, blue, alpha, unk)]]&lt;br /&gt;
**[[Graphics::startParticleFxNonLoopedOnPedBone|Graphics::startParticleFxNonLoopedOnPedBone(effectName, ped, offsetX, offsetY, offsetZ, rotX, rotY, rotZ, boneIndex, scale, axisX, axisY, axisZ)]]&lt;br /&gt;
**[[Graphics::setTvAudioFrontend|Graphics::setTvAudioFrontend(toggle)]]&lt;br /&gt;
**[[Graphics::requestScaleformMovie|Graphics::requestScaleformMovie(scaleformName)]]&lt;br /&gt;
**[[Graphics::setBlackout|Graphics::setBlackout(enable)]]&lt;br /&gt;
**[[Graphics::setTrackedPointInfo|Graphics::setTrackedPointInfo(point, x, y, z, radius)]]&lt;br /&gt;
**[[Graphics::setDebugLinesAndSpheresDrawingActive|Graphics::setDebugLinesAndSpheresDrawingActive(enabled)]]&lt;br /&gt;
**[[Graphics::setNightvision|Graphics::setNightvision(toggle)]]&lt;br /&gt;
**[[Graphics::startParticleFxLoopedOnEntity|Graphics::startParticleFxLoopedOnEntity(effectName, entity, xOffset, yOffset, zOffset, xRot, yRot, zRot, scale, xAxis, yAxis, zAxis)]]&lt;br /&gt;
**[[Graphics::drawScaleformMovie3dNonAdditive|Graphics::drawScaleformMovie3dNonAdditive(scaleform, posX, posY, posZ, rotX, rotY, rotZ, p7, p8, p9, scaleX, scaleY, scaleZ, p13)]]&lt;br /&gt;
**[[Graphics::setScaleformMovieAsNoLongerNeeded|Graphics::setScaleformMovieAsNoLongerNeeded(scaleformHandle)]]&lt;br /&gt;
**[[Graphics::startScreenEffect|Graphics::startScreenEffect(effectName, duration, looped)]]&lt;br /&gt;
**[[Graphics::startParticleFxNonLoopedAtCoord|Graphics::startParticleFxNonLoopedAtCoord(effectName, xPos, yPos, zPos, xRot, yRot, zRot, scale, xAxis, yAxis, zAxis)]]&lt;br /&gt;
**[[Graphics::setParticleFxNonLoopedColour|Graphics::setParticleFxNonLoopedColour(r, g, b)]]&lt;br /&gt;
**[[Graphics::drawMarker|Graphics::drawMarker(type, posX, posY, posZ, dirX, dirY, dirZ, rotX, rotY, rotZ, scaleX, scaleY, scaleZ, colorR, colorG, colorB, alpha, bobUpAndDown, faceCamera, p19, rotate, textureDict, textureName, drawOnEnts)]]&lt;br /&gt;
**[[Graphics::setTvVolume|Graphics::setTvVolume(volume)]]&lt;br /&gt;
**[[Graphics::setTimecycleModifier|Graphics::setTimecycleModifier(modifierName)]]&lt;br /&gt;
**[[Graphics::getDecalWashLevel|Graphics::getDecalWashLevel(decal)]]&lt;br /&gt;
**[[Graphics::world3dToScreen2d|Graphics::world3dToScreen2d(worldX, worldY, worldZ, screenX, screenY)]]&lt;br /&gt;
**[[Graphics::getTextureResolution|Graphics::getTextureResolution(textureDict, textureName)]]&lt;br /&gt;
**[[Graphics::getScreenEffectIsActive|Graphics::getScreenEffectIsActive(effectName)]]&lt;br /&gt;
**[[Graphics::drawDebugText|Graphics::drawDebugText(text, x, y, z, r, g, b, alpha)]]&lt;br /&gt;
**[[Graphics::drawRect|Graphics::drawRect(x, y, width, height, r, g, b, a)]]&lt;br /&gt;
**[[Graphics::setTransitionTimecycleModifier|Graphics::setTransitionTimecycleModifier(modifierName, transition)]]&lt;br /&gt;
**[[Graphics::setForceVehicleTrails|Graphics::setForceVehicleTrails(toggle)]]&lt;br /&gt;
**[[Graphics::addPetrolDecal|Graphics::addPetrolDecal(x, y, z, groundLvl, width, transparency)]]&lt;br /&gt;
**[[Graphics::callScaleformMovieFunctionStringParams|Graphics::callScaleformMovieFunctionStringParams(scaleform, functionName, param1, param2, param3, param4, param5)]]&lt;br /&gt;
**[[Graphics::drawScaleformMovie|Graphics::drawScaleformMovie(scaleformHandle, x, y, width, height, red, green, blue, alpha, p9)]]&lt;br /&gt;
**[[Graphics::drawSpotLightWithShadow|Graphics::drawSpotLightWithShadow(posX, posY, posZ, dirX, dirY, dirZ, colorR, colorG, colorB, distance, brightness, roundness, radius, falloff, shadow)]]&lt;br /&gt;
**[[Graphics::removeDecalsInRange|Graphics::removeDecalsInRange(x, y, z, range)]]&lt;br /&gt;
**[[Graphics::setParticleFxLoopedEvolution|Graphics::setParticleFxLoopedEvolution(ptfxHandle, propertyName, amount, Id)]]&lt;br /&gt;
**[[Graphics::setParticleFxBloodScale|Graphics::setParticleFxBloodScale(p0)]]&lt;br /&gt;
**[[Graphics::set2dLayer|Graphics::set2dLayer(layer)]]&lt;br /&gt;
**[[Graphics::drawLine|Graphics::drawLine(x1, y1, z1, x2, y2, z2, r, g, b, alpha)]]&lt;br /&gt;
**[[Graphics::setPtfxAssetNextCall|Graphics::setPtfxAssetNextCall(name)]]&lt;br /&gt;
**[[Graphics::setScaleformMovieToUseSystemTime|Graphics::setScaleformMovieToUseSystemTime(scaleform, toggle)]]&lt;br /&gt;
**[[Graphics::startParticleFxLoopedOnEntity2|Graphics::startParticleFxLoopedOnEntity2(effectName, entity, xOffset, yOffset, zOffset, xRot, yRot, zRot, scale, xAxis, yAxis, zAxis)]]&lt;br /&gt;
**[[Graphics::setParticleFxLoopedAlpha|Graphics::setParticleFxLoopedAlpha(ptfxHandle, alpha)]]&lt;br /&gt;
**[[Graphics::drawDebugCross|Graphics::drawDebugCross(x, y, z, size, r, g, b, alpha)]]&lt;br /&gt;
**[[Graphics::doesParticleFxLoopedExist|Graphics::doesParticleFxLoopedExist(ptfxHandle)]]&lt;br /&gt;
**[[Graphics::setParticleFxNonLoopedAlpha|Graphics::setParticleFxNonLoopedAlpha(alpha)]]&lt;br /&gt;
**[[Graphics::setSeethrough|Graphics::setSeethrough(toggle)]]&lt;br /&gt;
**[[Graphics::setParticleFxLoopedColour|Graphics::setParticleFxLoopedColour(ptfxHandle, r, g, b, p4)]]&lt;br /&gt;
**[[Graphics::drawDebugLine|Graphics::drawDebugLine(x1, y1, z1, x2, y2, z2, r, g, b, alpha)]]&lt;br /&gt;
**[[Graphics::beginTextComponent|Graphics::beginTextComponent(componentType)]]&lt;br /&gt;
**[[Graphics::setFarShadowsSuppressed|Graphics::setFarShadowsSuppressed(toggle)]]&lt;br /&gt;
**[[Graphics::hasScaleformContainerMovieLoadedIntoParent|Graphics::hasScaleformContainerMovieLoadedIntoParent(scaleformHandle)]]&lt;br /&gt;
**[[Graphics::setTimecycleModifierStrength|Graphics::setTimecycleModifierStrength(strength)]]&lt;br /&gt;
**[[Graphics::moveVehicleDecals|Graphics::moveVehicleDecals(p0, p1)]]&lt;br /&gt;
**[[Graphics::hasScaleformMovieLoaded|Graphics::hasScaleformMovieLoaded(scaleformHandle)]]&lt;br /&gt;
**[[Graphics::getScreenActiveResolution|Graphics::getScreenActiveResolution(x, y)]]&lt;br /&gt;
**[[Graphics::enableMovieSubtitles|Graphics::enableMovieSubtitles(toggle)]]&lt;br /&gt;
**[[Graphics::drawScaleformMovie3d|Graphics::drawScaleformMovie3d(scaleform, posX, posY, posZ, rotX, rotY, rotZ, p7, p8, p9, scaleX, scaleY, scaleZ, p13)]]&lt;br /&gt;
**[[Graphics::getScreenResolution|Graphics::getScreenResolution(x, y)]]&lt;br /&gt;
**[[Graphics::stopParticleFxLooped|Graphics::stopParticleFxLooped(ptfxHandle, p1)]]&lt;br /&gt;
**[[Graphics::requestHudScaleform|Graphics::requestHudScaleform(hudComponent)]]&lt;br /&gt;
**[[Graphics::setParticleFxShootoutBoat|Graphics::setParticleFxShootoutBoat(p0)]]&lt;br /&gt;
**[[Graphics::pushScaleformMovieFunctionFromHudComponent|Graphics::pushScaleformMovieFunctionFromHudComponent(hudComponent, functionName)]]&lt;br /&gt;
**[[Graphics::washDecalsInRange|Graphics::washDecalsInRange(p0, p1, p2, p3, p4)]]&lt;br /&gt;
**[[Graphics::enableAlienBloodVfx|Graphics::enableAlienBloodVfx(toggle)]]&lt;br /&gt;
**[[Graphics::transitionToBlurred|Graphics::transitionToBlurred(transitionTime)]]&lt;br /&gt;
**[[Graphics::drawDebugText2d|Graphics::drawDebugText2d(text, x, y, z, r, g, b, alpha)]]&lt;br /&gt;
**[[Graphics::startParticleFxNonLoopedOnPedBone2|Graphics::startParticleFxNonLoopedOnPedBone2(effectName, ped, offsetX, offsetY, offsetZ, rotX, rotY, rotZ, boneIndex, scale, axisX, axisY, axisZ)]]&lt;br /&gt;
**[[Graphics::removeDecalsFromObjectFacing|Graphics::removeDecalsFromObjectFacing(obj, x, y, z)]]&lt;br /&gt;
**[[Graphics::setDrawOrigin|Graphics::setDrawOrigin(x, y, z, p3)]]&lt;br /&gt;
**[[Graphics::drawDebugSphere|Graphics::drawDebugSphere(x, y, z, radius, r, g, b, alpha)]]&lt;br /&gt;
**[[Graphics::pushScaleformMovieFunctionN|Graphics::pushScaleformMovieFunctionN(functionName)]]&lt;br /&gt;
**[[Graphics::drawPoly|Graphics::drawPoly(x1, y1, z1, x2, y2, z2, x3, y3, z3, r, g, b, alpha)]]&lt;br /&gt;
**[[Graphics::setParticleFxCamInsideNonplayerVehicle|Graphics::setParticleFxCamInsideNonplayerVehicle(p0, p1)]]&lt;br /&gt;
**[[Graphics::setForcePedFootstepsTracks|Graphics::setForcePedFootstepsTracks(toggle)]]&lt;br /&gt;
**[[Graphics::destroyTrackedPoint|Graphics::destroyTrackedPoint(point)]]&lt;br /&gt;
**[[Graphics::addDecal|Graphics::addDecal(p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, p12, p13, p14, p15, p16, p17, p18, p19)]]&lt;br /&gt;
**[[Graphics::setParticleFxLoopedScale|Graphics::setParticleFxLoopedScale(ptfxHandle, scale)]]&lt;br /&gt;
**[[Graphics::loadMovieMeshSet|Graphics::loadMovieMeshSet(movieMeshSetName)]]&lt;br /&gt;
**[[Graphics::setScreenDrawPosition|Graphics::setScreenDrawPosition(x, y)]]&lt;br /&gt;
**[[Graphics::pushScaleformMovieFunctionParameterString|Graphics::pushScaleformMovieFunctionParameterString(value)]]&lt;br /&gt;
**[[Graphics::setTvChannel|Graphics::setTvChannel(channel)]]&lt;br /&gt;
**[[Graphics::requestScaleformMovie3|Graphics::requestScaleformMovie3(scaleformName)]]&lt;br /&gt;
**[[Graphics::setStreamedTextureDictAsNoLongerNeeded|Graphics::setStreamedTextureDictAsNoLongerNeeded(textureDict)]]&lt;br /&gt;
**[[Graphics::pushScaleformMovieFunctionParameterInt|Graphics::pushScaleformMovieFunctionParameterInt(value)]]&lt;br /&gt;
**[[Graphics::removeParticleFx|Graphics::removeParticleFx(ptfxHandle, p1)]]&lt;br /&gt;
**[[Graphics::isTrackedPointVisible|Graphics::isTrackedPointVisible(point)]]&lt;br /&gt;
**[[Graphics::requestScaleformMovieInstance|Graphics::requestScaleformMovieInstance(scaleformName)]]&lt;br /&gt;
**[[Graphics::pushScaleformMovieFunctionParameterBool|Graphics::pushScaleformMovieFunctionParameterBool(value)]]&lt;br /&gt;
**[[Graphics::isDecalAlive|Graphics::isDecalAlive(decal)]]&lt;br /&gt;
**[[Graphics::startParticleFxLoopedOnEntityBone|Graphics::startParticleFxLoopedOnEntityBone(effectName, entity, xOffset, yOffset, zOffset, xRot, yRot, zRot, boneIndex, scale, xAxis, yAxis, zAxis)]]&lt;br /&gt;
**[[Graphics::startParticleFxNonLoopedOnEntity2|Graphics::startParticleFxNonLoopedOnEntity2(effectName, entity, offsetX, offsetY, offsetZ, rotX, rotY, rotZ, scale, axisX, axisY, axisZ)]]&lt;br /&gt;
**[[Graphics::disableVehicleDistantlights|Graphics::disableVehicleDistantlights(toggle)]]&lt;br /&gt;
**[[Graphics::setNoisinessoveride|Graphics::setNoisinessoveride(value)]]&lt;br /&gt;
**[[Graphics::removeDecalsFromObject|Graphics::removeDecalsFromObject(obj)]]&lt;br /&gt;
**[[Graphics::drawScaleformMovieFullscreenMasked|Graphics::drawScaleformMovieFullscreenMasked(scaleform1, scaleform2, red, green, blue, alpha)]]&lt;br /&gt;
**[[Graphics::callScaleformMovieFunctionFloatParams|Graphics::callScaleformMovieFunctionFloatParams(scaleform, functionName, param1, param2, param3, param4, param5)]]&lt;br /&gt;
**[[Graphics::drawSpotLight|Graphics::drawSpotLight(posX, posY, posZ, dirX, dirY, dirZ, colorR, colorG, colorB, distance, brightness, roundness, radius, falloff)]]&lt;br /&gt;
**[[Graphics::drawBox|Graphics::drawBox(x1, y1, z1, x2, y2, z2, r, g, b, alpha)]]&lt;br /&gt;
**[[Graphics::pushScaleformMovieFunctionParameterFloat|Graphics::pushScaleformMovieFunctionParameterFloat(value)]]&lt;br /&gt;
**[[Graphics::fadeDecalsInRange|Graphics::fadeDecalsInRange(p0, p1, p2, p3, p4)]]&lt;br /&gt;
**[[Graphics::enableClownBloodVfx|Graphics::enableClownBloodVfx(toggle)]]&lt;br /&gt;
**[[Graphics::drawDebugLineWithTwoColours|Graphics::drawDebugLineWithTwoColours(x1, y1, z1, x2, y2, z2, r1, g1, b1, r2, g2, b2, alpha1, alpha2)]]&lt;br /&gt;
**[[Graphics::setParticleFxLoopedRange|Graphics::setParticleFxLoopedRange(ptfxHandle, range)]]&lt;br /&gt;
**[[Graphics::removeParticleFxInRange|Graphics::removeParticleFxInRange(X, Y, Z, radius)]]&lt;br /&gt;
**[[Graphics::startParticleFxLoopedOnEntityBone2|Graphics::startParticleFxLoopedOnEntityBone2(effectName, entity, xOffset, yOffset, zOffset, xRot, yRot, zRot, boneIndex, scale, xAxis, yAxis, zAxis)]]&lt;br /&gt;
**[[Graphics::hasHudScaleformLoaded|Graphics::hasHudScaleformLoaded(hudComponent)]]&lt;br /&gt;
**[[Graphics::requestStreamedTextureDict|Graphics::requestStreamedTextureDict(textureDict, p1)]]&lt;br /&gt;
**[[Graphics::setFrozenRenderingDisabled|Graphics::setFrozenRenderingDisabled(enabled)]]&lt;br /&gt;
**[[Graphics::startParticleFxLoopedAtCoord|Graphics::startParticleFxLoopedAtCoord(effectName, x, y, z, xRot, yRot, zRot, scale, xAxis, yAxis, zAxis, p11)]]&lt;br /&gt;
**[[Graphics::sittingTv|Graphics::sittingTv(scaleform)]]&lt;br /&gt;
**[[Graphics::setNoiseoveride|Graphics::setNoiseoveride(toggle)]]&lt;br /&gt;
**[[Graphics::drawSprite|Graphics::drawSprite(textureDict, textureName, screenX, screenY, scaleX, scaleY, heading, colorR, colorG, colorB, alpha)]]&lt;br /&gt;
**[[Graphics::setPtfxAssetOldToNew|Graphics::setPtfxAssetOldToNew(oldAsset, newAsset)]]&lt;br /&gt;
**[[Graphics::releaseMovieMeshSet|Graphics::releaseMovieMeshSet(movieMeshSet)]]&lt;br /&gt;
**[[Graphics::removeDecal|Graphics::removeDecal(decal)]]&lt;br /&gt;
**[[Graphics::setParticleFxCamInsideVehicle|Graphics::setParticleFxCamInsideVehicle(p0)]]&lt;br /&gt;
**[[Graphics::callScaleformMovieFunctionMixedParams|Graphics::callScaleformMovieFunctionMixedParams(scaleform, functionName, floatParam1, floatParam2, floatParam3, floatParam4, floatParam5, stringParam1, stringParam2, stringParam3, stringParam4, stringParam5)]]&lt;br /&gt;
**[[Graphics::transitionFromBlurred|Graphics::transitionFromBlurred(transitionTime)]]&lt;br /&gt;
**[[Graphics::getScreenAspectRatio|Graphics::getScreenAspectRatio(b)]]&lt;br /&gt;
**[[Graphics::startParticleFxLoopedOnPedBone|Graphics::startParticleFxLoopedOnPedBone(effectName, ped, xOffset, yOffset, zOffset, xRot, yRot, zRot, boneIndex, scale, xAxis, yAxis, zAxis)]]&lt;br /&gt;
**[[Graphics::drawLightWithRange|Graphics::drawLightWithRange(posX, posY, posZ, colorR, colorG, colorB, range, intensity)]]&lt;br /&gt;
**[[Graphics::drawLightWithRangeAndShadow|Graphics::drawLightWithRangeAndShadow(x, y, z, r, g, b, range, intensity, shadow)]]&lt;br /&gt;
**[[Graphics::startParticleFxNonLoopedAtCoord2|Graphics::startParticleFxNonLoopedAtCoord2(effectName, xPos, yPos, zPos, xRot, yRot, zRot, scale, xAxis, yAxis, zAxis)]]&lt;br /&gt;
**[[Graphics::pushScaleformMovieFunction|Graphics::pushScaleformMovieFunction(scaleform, functionName)]]&lt;br /&gt;
**[[Graphics::setParticleFxLoopedOffsets|Graphics::setParticleFxLoopedOffsets(ptfxHandle, x, y, z, rotX, rotY, rotZ)]]&lt;br /&gt;
**[[Graphics::callScaleformMovieMethod|Graphics::callScaleformMovieMethod(scaleform, method)]]&lt;br /&gt;
**[[Graphics::drawTvChannel|Graphics::drawTvChannel(xPos, yPos, xScale, yScale, rotation, r, g, b, alpha)]]&lt;br /&gt;
&lt;br /&gt;
==Interior==&lt;br /&gt;
**[[Interior::getInteriorAtCoordsWithType|Interior::getInteriorAtCoordsWithType(x, y, z, interiorType)]]&lt;br /&gt;
**[[Interior::unpinInterior|Interior::unpinInterior(interiorID)]]&lt;br /&gt;
**[[Interior::isValidInterior|Interior::isValidInterior(interiorID)]]&lt;br /&gt;
**[[Interior::isInteriorPropEnabled|Interior::isInteriorPropEnabled(interiorID, propName)]]&lt;br /&gt;
**[[Interior::addPickupToInteriorRoomByName|Interior::addPickupToInteriorRoomByName(pickup, roomName)]]&lt;br /&gt;
**[[Interior::refreshInterior|Interior::refreshInterior(interiorID)]]&lt;br /&gt;
**[[Interior::disableInteriorProp|Interior::disableInteriorProp(interiorID, propName)]]&lt;br /&gt;
**[[Interior::enableInteriorProp|Interior::enableInteriorProp(interiorID, propName)]]&lt;br /&gt;
**[[Interior::disableInterior|Interior::disableInterior(interiorID, toggle)]]&lt;br /&gt;
**[[Interior::isInteriorReady|Interior::isInteriorReady(interiorID)]]&lt;br /&gt;
**[[Interior::isInteriorCapped|Interior::isInteriorCapped(interiorID)]]&lt;br /&gt;
**[[Interior::getOffsetFromInteriorInWorldCoords|Interior::getOffsetFromInteriorInWorldCoords(interiorID, x, y, z)]]&lt;br /&gt;
**[[Interior::hideMapObjectThisFrame|Interior::hideMapObjectThisFrame(mapObjectHash)]]&lt;br /&gt;
**[[Interior::getInteriorAtCoords|Interior::getInteriorAtCoords(x, y, z)]]&lt;br /&gt;
**[[Interior::isInteriorDisabled|Interior::isInteriorDisabled(interiorID)]]&lt;br /&gt;
**[[Interior::capInterior|Interior::capInterior(interiorID, toggle)]]&lt;br /&gt;
**[[Interior::getInteriorGroupId|Interior::getInteriorGroupId(interiorID)]]&lt;br /&gt;
**[[Interior::getInteriorFromCollision|Interior::getInteriorFromCollision(x, y, z)]]&lt;br /&gt;
**[[Interior::areCoordsCollidingWithExterior|Interior::areCoordsCollidingWithExterior(x, y, z)]]&lt;br /&gt;
**[[Interior::unkGetInteriorAtCoords|Interior::unkGetInteriorAtCoords(x, y, z, unk)]]&lt;br /&gt;
&lt;br /&gt;
==Itemset==&lt;br /&gt;
**[[Itemset::removeFromItemset|Itemset::removeFromItemset(p0, p1)]]&lt;br /&gt;
**[[Itemset::isInItemset|Itemset::isInItemset(p0, p1)]]&lt;br /&gt;
**[[Itemset::createItemset|Itemset::createItemset(p0)]]&lt;br /&gt;
**[[Itemset::cleanItemset|Itemset::cleanItemset(p0)]]&lt;br /&gt;
**[[Itemset::getIndexedItemInItemset|Itemset::getIndexedItemInItemset(p0, p1)]]&lt;br /&gt;
**[[Itemset::isItemsetValid|Itemset::isItemsetValid(p0)]]&lt;br /&gt;
**[[Itemset::getItemsetSize|Itemset::getItemsetSize(p0)]]&lt;br /&gt;
**[[Itemset::destroyItemset|Itemset::destroyItemset(p0)]]&lt;br /&gt;
**[[Itemset::addToItemset|Itemset::addToItemset(p0, p1)]]&lt;br /&gt;
&lt;br /&gt;
==Mobile==&lt;br /&gt;
**[[Mobile::getMobilePhoneRotation|Mobile::getMobilePhoneRotation(rotation, p1)]]&lt;br /&gt;
**[[Mobile::setPhoneLean|Mobile::setPhoneLean(Toggle)]]&lt;br /&gt;
**[[Mobile::getMobilePhonePosition|Mobile::getMobilePhonePosition(position)]]&lt;br /&gt;
**[[Mobile::setMobilePhonePosition|Mobile::setMobilePhonePosition(posX, posY, posZ)]]&lt;br /&gt;
**[[Mobile::moveFinger|Mobile::moveFinger(direction)]]&lt;br /&gt;
**[[Mobile::createMobilePhone|Mobile::createMobilePhone(phoneType)]]&lt;br /&gt;
**[[Mobile::getMobilePhoneRenderId|Mobile::getMobilePhoneRenderId(renderId)]]&lt;br /&gt;
**[[Mobile::setMobilePhoneRotation|Mobile::setMobilePhoneRotation(rotX, rotY, rotZ, p3)]]&lt;br /&gt;
**[[Mobile::setMobilePhoneScale|Mobile::setMobilePhoneScale(scale)]]&lt;br /&gt;
**[[Mobile::scriptIsMovingMobilePhoneOffscreen|Mobile::scriptIsMovingMobilePhoneOffscreen(toggle)]]&lt;br /&gt;
**[[Mobile::cellCamActivate|Mobile::cellCamActivate(p0, p1)]]&lt;br /&gt;
&lt;br /&gt;
==Object==&lt;br /&gt;
**[[Object::createMoneyPickups|Object::createMoneyPickups(x, y, z, value, amount, model)]]&lt;br /&gt;
**[[Object::createPortablePickup2|Object::createPortablePickup2(pickupHash, x, y, z, placeOnGround, modelHash)]]&lt;br /&gt;
**[[Object::getObjectOffsetFromCoords|Object::getObjectOffsetFromCoords(xPos, yPos, zPos, heading, xOffset, yOffset, zOffset)]]&lt;br /&gt;
**[[Object::getPickupCoords|Object::getPickupCoords(p0)]]&lt;br /&gt;
**[[Object::removeAllPickupsOfType|Object::removeAllPickupsOfType(p0)]]&lt;br /&gt;
**[[Object::isPointInAngledArea|Object::isPointInAngledArea(p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11)]]&lt;br /&gt;
**[[Object::createPortablePickup|Object::createPortablePickup(pickupHash, x, y, z, placeOnGround, modelHash)]]&lt;br /&gt;
**[[Object::removePickup|Object::removePickup(pickup)]]&lt;br /&gt;
**[[Object::highlightPlacementCoords|Object::highlightPlacementCoords(x, y, z, colorIndex)]]&lt;br /&gt;
**[[Object::isAnyObjectNearPoint|Object::isAnyObjectNearPoint(x, y, z, range, p4)]]&lt;br /&gt;
**[[Object::removeDoorFromSystem|Object::removeDoorFromSystem(doorHash)]]&lt;br /&gt;
**[[Object::createObject|Object::createObject(modelHash, x, y, z, networkHandle, createHandle, dynamic)]]&lt;br /&gt;
**[[Object::deleteObject|Object::deleteObject(object)]]&lt;br /&gt;
**[[Object::setTeamPickupObject|Object::setTeamPickupObject(p0, p1, p2)]]&lt;br /&gt;
**[[Object::createAmbientPickup|Object::createAmbientPickup(pickupHash, posX, posY, posZ, p4, value, modelHash, p7, p8)]]&lt;br /&gt;
**[[Object::setDoorAccelerationLimit|Object::setDoorAccelerationLimit(doorHash, limit, p2, p3)]]&lt;br /&gt;
**[[Object::getSafePickupCoords|Object::getSafePickupCoords(x, y, z, p3, p4)]]&lt;br /&gt;
**[[Object::addDoorToSystem|Object::addDoorToSystem(doorHash, modelHash, x, y, z, p5, p6, p7)]]&lt;br /&gt;
**[[Object::hasClosestObjectOfTypeBeenBroken|Object::hasClosestObjectOfTypeBeenBroken(p0, p1, p2, p3, modelHash, p5)]]&lt;br /&gt;
**[[Object::setPickupRegenerationTime|Object::setPickupRegenerationTime(p0, p1)]]&lt;br /&gt;
**[[Object::hasPickupBeenCollected|Object::hasPickupBeenCollected(p0)]]&lt;br /&gt;
**[[Object::createPickupRotate|Object::createPickupRotate(pickupHash, posX, posY, posZ, rotX, rotY, rotZ, flag, amount, p9, p10, modelHash)]]&lt;br /&gt;
**[[Object::isObjectNearPoint|Object::isObjectNearPoint(objectHash, x, y, z, range)]]&lt;br /&gt;
**[[Object::isGarageEmpty|Object::isGarageEmpty(garage, p1, p2)]]&lt;br /&gt;
**[[Object::createObjectNoOffset|Object::createObjectNoOffset(modelHash, x, y, z, networkHandle, createHandle, dynamic)]]&lt;br /&gt;
**[[Object::doorControl|Object::doorControl(doorHash, x, y, z, locked, p5, p6, p7)]]&lt;br /&gt;
**[[Object::doesPickupExist|Object::doesPickupExist(p0)]]&lt;br /&gt;
**[[Object::trackObjectVisibility|Object::trackObjectVisibility(p0)]]&lt;br /&gt;
**[[Object::setDoorAjarAngle|Object::setDoorAjarAngle(doorHash, ajar, p2, p3)]]&lt;br /&gt;
**[[Object::getObjectFragmentDamageHealth|Object::getObjectFragmentDamageHealth(p0, p1)]]&lt;br /&gt;
**[[Object::doesObjectOfTypeExistAtCoords|Object::doesObjectOfTypeExistAtCoords(x, y, z, radius, hash, p5)]]&lt;br /&gt;
**[[Object::doesDoorExist|Object::doesDoorExist(doorHash)]]&lt;br /&gt;
**[[Object::isDoorClosed|Object::isDoorClosed(door)]]&lt;br /&gt;
**[[Object::doesPickupObjectExist|Object::doesPickupObjectExist(p0)]]&lt;br /&gt;
**[[Object::getClosestObjectOfType|Object::getClosestObjectOfType(x, y, z, radius, modelHash, isMission, p6, p7)]]&lt;br /&gt;
**[[Object::getStateOfClosestDoorOfType|Object::getStateOfClosestDoorOfType(type, x, y, z, locked, heading)]]&lt;br /&gt;
**[[Object::setForceObjectThisFrame|Object::setForceObjectThisFrame(p0, p1, p2, p3)]]&lt;br /&gt;
**[[Object::setStateOfClosestDoorOfType|Object::setStateOfClosestDoorOfType(type, x, y, z, locked, heading, p6)]]&lt;br /&gt;
**[[Object::isPickupWithinRadius|Object::isPickupWithinRadius(pickupHash, x, y, z, radius)]]&lt;br /&gt;
**[[Object::createPickup|Object::createPickup(pickupHash, posX, posY, posZ, p4, value, p6, modelHash)]]&lt;br /&gt;
&lt;br /&gt;
==Pathfind==&lt;br /&gt;
**[[Pathfind::setRoadsBackToOriginalInAngledArea|Pathfind::setRoadsBackToOriginalInAngledArea(x1, y1, z1, x2, y2, z2, p6)]]&lt;br /&gt;
**[[Pathfind::getVehicleNodeProperties|Pathfind::getVehicleNodeProperties(x, y, z, density, flags)]]&lt;br /&gt;
**[[Pathfind::updateNavmeshBlockingObject|Pathfind::updateNavmeshBlockingObject(p0, p1, p2, p3, p4, p5, p6, p7, p8)]]&lt;br /&gt;
**[[Pathfind::isPointOnRoad|Pathfind::isPointOnRoad(x, y, z, vehicle)]]&lt;br /&gt;
**[[Pathfind::getClosestRoad|Pathfind::getClosestRoad(x, y, z, p3, p4, p5, p6, p7, p8, p9, p10)]]&lt;br /&gt;
**[[Pathfind::setRoadsInAngledArea|Pathfind::setRoadsInAngledArea(x1, y1, z1, x2, y2, z2, angle, unknown1, unknown2, unknown3)]]&lt;br /&gt;
**[[Pathfind::isVehicleNodeIdValid|Pathfind::isVehicleNodeIdValid(vehicleNodeId)]]&lt;br /&gt;
**[[Pathfind::setRoadsBackToOriginal|Pathfind::setRoadsBackToOriginal(p0, p1, p2, p3, p4, p5)]]&lt;br /&gt;
**[[Pathfind::getNthClosestVehicleNodeId|Pathfind::getNthClosestVehicleNodeId(x, y, z, nth, nodetype, p5, p6)]]&lt;br /&gt;
**[[Pathfind::getClosestVehicleNode|Pathfind::getClosestVehicleNode(x, y, z, outPosition, nodeType, p5, p6)]]&lt;br /&gt;
**[[Pathfind::getClosestMajorVehicleNode|Pathfind::getClosestMajorVehicleNode(x, y, z, outPosition, unknown1, unknown2)]]&lt;br /&gt;
**[[Pathfind::getStreetNameAtCoord|Pathfind::getStreetNameAtCoord(x, y, z, streetName, crossingRoad)]]&lt;br /&gt;
**[[Pathfind::setPedPathsInArea|Pathfind::setPedPathsInArea(x1, y1, z1, x2, y2, z2, unknown)]]&lt;br /&gt;
**[[Pathfind::addNavmeshRequiredRegion|Pathfind::addNavmeshRequiredRegion(p0, p1, p2)]]&lt;br /&gt;
**[[Pathfind::getNthClosestVehicleNodeFavourDirection|Pathfind::getNthClosestVehicleNodeFavourDirection(x, y, z, desiredX, desiredY, desiredZ, nthClosest, outPosition, outHeading, nodetype, p10, p11)]]&lt;br /&gt;
**[[Pathfind::removeNavmeshBlockingObject|Pathfind::removeNavmeshBlockingObject(p0)]]&lt;br /&gt;
**[[Pathfind::disableNavmeshInArea|Pathfind::disableNavmeshInArea(p0, p1, p2, p3, p4, p5, p6)]]&lt;br /&gt;
**[[Pathfind::getIsSlowRoadFlag|Pathfind::getIsSlowRoadFlag(nodeID)]]&lt;br /&gt;
**[[Pathfind::getNthClosestVehicleNodeIdWithHeading|Pathfind::getNthClosestVehicleNodeIdWithHeading(x, y, z, nthClosest, outPosition, outHeading, p6, p7, p8)]]&lt;br /&gt;
**[[Pathfind::getVehicleNodePosition|Pathfind::getVehicleNodePosition(nodeId, outPosition)]]&lt;br /&gt;
**[[Pathfind::setIgnoreNoGpsFlag|Pathfind::setIgnoreNoGpsFlag(ignore)]]&lt;br /&gt;
**[[Pathfind::getNthClosestVehicleNodeWithHeading|Pathfind::getNthClosestVehicleNodeWithHeading(x, y, z, nthClosest, outPosition, heading, unknown1, unknown2, unknown3, unknown4)]]&lt;br /&gt;
**[[Pathfind::loadAllPathNodes|Pathfind::loadAllPathNodes(keepInMemory)]]&lt;br /&gt;
**[[Pathfind::getRandomVehicleNode|Pathfind::getRandomVehicleNode(x, y, z, radius, p4, p5, p6, outPosition, heading)]]&lt;br /&gt;
**[[Pathfind::getSupportsGpsRouteFlag|Pathfind::getSupportsGpsRouteFlag(nodeID)]]&lt;br /&gt;
**[[Pathfind::calculateTravelDistanceBetweenPoints|Pathfind::calculateTravelDistanceBetweenPoints(x1, y1, z1, x2, y2, z2)]]&lt;br /&gt;
**[[Pathfind::getSafeCoordForPed|Pathfind::getSafeCoordForPed(x, y, z, onGround, outPosition, flags)]]&lt;br /&gt;
**[[Pathfind::setRoadsInArea|Pathfind::setRoadsInArea(x1, y1, z1, x2, y2, z2, unknown1, unknown2)]]&lt;br /&gt;
**[[Pathfind::setGpsDisabledZone|Pathfind::setGpsDisabledZone(p0, p1, p2, p3, p4, p5)]]&lt;br /&gt;
**[[Pathfind::setPedPathsBackToOriginal|Pathfind::setPedPathsBackToOriginal(p0, p1, p2, p3, p4, p5)]]&lt;br /&gt;
**[[Pathfind::getNthClosestVehicleNode|Pathfind::getNthClosestVehicleNode(x, y, z, nthClosest, outPosition, unknown1, unknown2, unknown3)]]&lt;br /&gt;
**[[Pathfind::isNavmeshLoadedInArea|Pathfind::isNavmeshLoadedInArea(x1, y1, z1, x2, y2, z2)]]&lt;br /&gt;
**[[Pathfind::generateDirectionsToCoord|Pathfind::generateDirectionsToCoord(x, y, z, p3, p4, vehicle, p6)]]&lt;br /&gt;
**[[Pathfind::addNavmeshBlockingObject|Pathfind::addNavmeshBlockingObject(p0, p1, p2, p3, p4, p5, p6, p7, p8)]]&lt;br /&gt;
**[[Pathfind::getClosestVehicleNodeWithHeading|Pathfind::getClosestVehicleNodeWithHeading(x, y, z, outPosition, outHeading, nodeType, p6, p7)]]&lt;br /&gt;
&lt;br /&gt;
==Ped==&lt;br /&gt;
**[[Ped::isAValidLipstickColor|Ped::isAValidLipstickColor(colorID)]]&lt;br /&gt;
**[[Ped::isAnyPedNearPoint|Ped::isAnyPedNearPoint(x, y, z, radius)]]&lt;br /&gt;
**[[Ped::setCreateRandomCops|Ped::setCreateRandomCops(toggle)]]&lt;br /&gt;
**[[Ped::removeActionModeAsset|Ped::removeActionModeAsset(asset)]]&lt;br /&gt;
**[[Ped::setScenarioPedsToBeReturnedByNextCommand|Ped::setScenarioPedsToBeReturnedByNextCommand(value)]]&lt;br /&gt;
**[[Ped::isCopPedInArea3d|Ped::isCopPedInArea3d(x1, y1, z1, x2, y2, z2)]]&lt;br /&gt;
**[[Ped::setAiWeaponDamageModifier|Ped::setAiWeaponDamageModifier(value)]]&lt;br /&gt;
**[[Ped::addScenarioBlockingArea|Ped::addScenarioBlockingArea(p0, p1, p2, p3, p4, p5, p6, p7, p8, p9)]]&lt;br /&gt;
**[[Ped::setGroupFormationSpacing|Ped::setGroupFormationSpacing(groupId, p1, p2, p3)]]&lt;br /&gt;
**[[Ped::isSynchronizedSceneRunning|Ped::isSynchronizedSceneRunning(sceneId)]]&lt;br /&gt;
**[[Ped::attachSynchronizedSceneToEntity|Ped::attachSynchronizedSceneToEntity(sceneID, entity, boneIndex)]]&lt;br /&gt;
**[[Ped::setScenarioPedsSpawnInSphereArea|Ped::setScenarioPedsSpawnInSphereArea(p0, p1, p2, p3, p4)]]&lt;br /&gt;
**[[Ped::requestActionModeAsset|Ped::requestActionModeAsset(asset)]]&lt;br /&gt;
**[[Ped::requestStealthModeAsset|Ped::requestStealthModeAsset(asset)]]&lt;br /&gt;
**[[Ped::removeScenarioBlockingArea|Ped::removeScenarioBlockingArea(p0, p1)]]&lt;br /&gt;
**[[Ped::canCreateRandomPed|Ped::canCreateRandomPed(unk)]]&lt;br /&gt;
**[[Ped::setGroupSeparationRange|Ped::setGroupSeparationRange(groupHandle, separationRange)]]&lt;br /&gt;
**[[Ped::createNmMessage|Ped::createNmMessage(startImmediately, messageId)]]&lt;br /&gt;
**[[Ped::setCreateRandomCopsOnScenarios|Ped::setCreateRandomCopsOnScenarios(toggle)]]&lt;br /&gt;
**[[Ped::getAnimInitialOffsetRotation|Ped::getAnimInitialOffsetRotation(animDict, animName, x, y, z, xRot, yRot, zRot, p8, p9)]]&lt;br /&gt;
**[[Ped::setScriptedConversionCoordThisFrame|Ped::setScriptedConversionCoordThisFrame(x, y, z)]]&lt;br /&gt;
**[[Ped::getPedAsGroupMember|Ped::getPedAsGroupMember(groupID, memberNumber)]]&lt;br /&gt;
**[[Ped::getPedAsGroupLeader|Ped::getPedAsGroupLeader(groupID)]]&lt;br /&gt;
**[[Ped::clearRelationshipBetweenGroups|Ped::clearRelationshipBetweenGroups(relationship, group1, group2)]]&lt;br /&gt;
**[[Ped::getNumParentPedsOfType|Ped::getNumParentPedsOfType(type)]]&lt;br /&gt;
**[[Ped::isAValidBlushColor|Ped::isAValidBlushColor(colorID)]]&lt;br /&gt;
**[[Ped::isSynchronizedSceneLooped|Ped::isSynchronizedSceneLooped(sceneID)]]&lt;br /&gt;
**[[Ped::isPedRespondingToEvent|Ped::isPedRespondingToEvent(p0, p1)]]&lt;br /&gt;
**[[Ped::resetGroupFormationDefaultSpacing|Ped::resetGroupFormationDefaultSpacing(groupHandle)]]&lt;br /&gt;
**[[Ped::setAiMeleeWeaponDamageModifier|Ped::setAiMeleeWeaponDamageModifier(modifier)]]&lt;br /&gt;
**[[Ped::getFirstParentIdForPedType|Ped::getFirstParentIdForPedType(type)]]&lt;br /&gt;
**[[Ped::setSynchronizedSceneOrigin|Ped::setSynchronizedSceneOrigin(sceneID, x, y, z, roll, pitch, yaw, p7)]]&lt;br /&gt;
**[[Ped::setPedAlternateWalkAnim|Ped::setPedAlternateWalkAnim(p0, p1, p2, p3, p4)]]&lt;br /&gt;
**[[Ped::detachSynchronizedScene|Ped::detachSynchronizedScene(sceneID)]]&lt;br /&gt;
**[[Ped::isPedheadshotReady|Ped::isPedheadshotReady(handle)]]&lt;br /&gt;
**[[Ped::setSynchronizedScenePhase|Ped::setSynchronizedScenePhase(sceneID, phase)]]&lt;br /&gt;
**[[Ped::setScenarioPedDensityMultiplierThisFrame|Ped::setScenarioPedDensityMultiplierThisFrame(p0, p1)]]&lt;br /&gt;
**[[Ped::doesGroupExist|Ped::doesGroupExist(groupId)]]&lt;br /&gt;
**[[Ped::hasPedReceivedEvent|Ped::hasPedReceivedEvent(p0, p1)]]&lt;br /&gt;
**[[Ped::getRandomPedAtCoord|Ped::getRandomPedAtCoord(x, y, z, xRadius, yRadius, zRadius, pedType)]]&lt;br /&gt;
**[[Ped::clearPedAlternateWalkAnim|Ped::clearPedAlternateWalkAnim(p0, p1)]]&lt;br /&gt;
**[[Ped::setCreateRandomCopsNotOnScenarios|Ped::setCreateRandomCopsNotOnScenarios(toggle)]]&lt;br /&gt;
**[[Ped::createSynchronizedScene|Ped::createSynchronizedScene(x, y, z, roll, pitch, yaw, p6)]]&lt;br /&gt;
**[[Ped::getGroupSize|Ped::getGroupSize(groupID, unknown, sizeInMembers)]]&lt;br /&gt;
**[[Ped::removeGroup|Ped::removeGroup(groupId)]]&lt;br /&gt;
**[[Ped::createGroup|Ped::createGroup(unused)]]&lt;br /&gt;
**[[Ped::removeStealthModeAsset|Ped::removeStealthModeAsset(asset)]]&lt;br /&gt;
**[[Ped::setPedDensityMultiplierThisFrame|Ped::setPedDensityMultiplierThisFrame(multiplier)]]&lt;br /&gt;
**[[Ped::getRelationshipBetweenGroups|Ped::getRelationshipBetweenGroups(group1, group2)]]&lt;br /&gt;
**[[Ped::getTattooZone|Ped::getTattooZone(collection, overlay)]]&lt;br /&gt;
**[[Ped::isPedheadshotValid|Ped::isPedheadshotValid(handle)]]&lt;br /&gt;
**[[Ped::isAnyPedShootingInArea|Ped::isAnyPedShootingInArea(x1, y1, z1, x2, y2, z2, p6, p7)]]&lt;br /&gt;
**[[Ped::createRandomPed|Ped::createRandomPed(posX, posY, posZ)]]&lt;br /&gt;
**[[Ped::removeRelationshipGroup|Ped::removeRelationshipGroup(groupHash)]]&lt;br /&gt;
**[[Ped::setSynchronizedSceneRate|Ped::setSynchronizedSceneRate(sceneID, rate)]]&lt;br /&gt;
**[[Ped::getAnimInitialOffsetPosition|Ped::getAnimInitialOffsetPosition(animDict, animName, x, y, z, xRot, yRot, zRot, p8, p9)]]&lt;br /&gt;
**[[Ped::setRelationshipBetweenGroups|Ped::setRelationshipBetweenGroups(relationship, group1, group2)]]&lt;br /&gt;
**[[Ped::getClosestPed|Ped::getClosestPed(x, y, z, radius, p4, p5, outPed, p7, p8, pedType)]]&lt;br /&gt;
**[[Ped::disposeSynchronizedScene|Ped::disposeSynchronizedScene(scene)]]&lt;br /&gt;
**[[Ped::setGroupFormation|Ped::setGroupFormation(groupId, formationType)]]&lt;br /&gt;
**[[Ped::getNumHeadOverlayValues|Ped::getNumHeadOverlayValues(overlayID)]]&lt;br /&gt;
**[[Ped::createPed|Ped::createPed(pedType, modelHash, x, y, z, heading, networkHandle, pedHandle)]]&lt;br /&gt;
**[[Ped::setPedToRagdollWithFall|Ped::setPedToRagdollWithFall(p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, p12, p13)]]&lt;br /&gt;
**[[Ped::getSynchronizedSceneRate|Ped::getSynchronizedSceneRate(sceneID)]]&lt;br /&gt;
**[[Ped::setSynchronizedSceneLooped|Ped::setSynchronizedSceneLooped(sceneID, toggle)]]&lt;br /&gt;
**[[Ped::getPedheadshotTxdString|Ped::getPedheadshotTxdString(handle)]]&lt;br /&gt;
**[[Ped::isAValidHairColor|Ped::isAValidHairColor(colorID)]]&lt;br /&gt;
**[[Ped::getSynchronizedScenePhase|Ped::getSynchronizedScenePhase(sceneID)]]&lt;br /&gt;
**[[Ped::hasActionModeAssetLoaded|Ped::hasActionModeAssetLoaded(asset)]]&lt;br /&gt;
**[[Ped::setPedReserveParachuteTintIndex|Ped::setPedReserveParachuteTintIndex(p0, p1)]]&lt;br /&gt;
**[[Ped::hasStealthModeAssetLoaded|Ped::hasStealthModeAssetLoaded(asset)]]&lt;br /&gt;
**[[Ped::setPedNonCreationArea|Ped::setPedNonCreationArea(x1, y1, z1, x2, y2, z2)]]&lt;br /&gt;
**[[Ped::addRelationshipGroup|Ped::addRelationshipGroup(name, groupHash)]]&lt;br /&gt;
**[[Ped::setTimeExclusiveDisplayTexture|Ped::setTimeExclusiveDisplayTexture(p0, p1)]]&lt;br /&gt;
&lt;br /&gt;
==Player==&lt;br /&gt;
**[[Player::setPlayerModel|Player::setPlayerModel(model)]]&lt;br /&gt;
**[[Player::setWantedLevelMultiplier|Player::setWantedLevelMultiplier(multiplier)]]&lt;br /&gt;
**[[Player::setPlayerTeam|Player::setPlayerTeam(team)]]&lt;br /&gt;
**[[Player::changePlayerPed|Player::changePlayerPed(pedb2b3)]]&lt;br /&gt;
**[[Player::setAllRandomPedsFlee|Player::setAllRandomPedsFlee(toggle)]]&lt;br /&gt;
**[[Player::isSpecialAbilityMeterFull|Player::isSpecialAbilityMeterFull()]]&lt;br /&gt;
**[[Player::getWantedLevelRadius|Player::getWantedLevelRadius()]]&lt;br /&gt;
**[[Player::arePlayerStarsGreyedOut|Player::arePlayerStarsGreyedOut()]]&lt;br /&gt;
**[[Player::getPlayerWantedCentrePosition|Player::getPlayerWantedCentrePosition()]]&lt;br /&gt;
**[[Player::getPlayerGroup|Player::getPlayerGroup()]]&lt;br /&gt;
**[[Player::clearPlayerParachuteVariationOverride|Player::clearPlayerParachuteVariationOverride()]]&lt;br /&gt;
**[[Player::setPlayerForcedAim|Player::setPlayerForcedAim(toggle)]]&lt;br /&gt;
**[[Player::clearPlayerParachutePackModelOverride|Player::clearPlayerParachutePackModelOverride()]]&lt;br /&gt;
**[[Player::setPlayerResetFlagPreferRearSeats|Player::setPlayerResetFlagPreferRearSeats(flags)]]&lt;br /&gt;
**[[Player::getPlayerTargetEntity|Player::getPlayerTargetEntity(entity)]]&lt;br /&gt;
**[[Player::setPlayerClothLockCounter|Player::setPlayerClothLockCounter(value)]]&lt;br /&gt;
**[[Player::enableSpecialAbility|Player::enableSpecialAbility(toggle)]]&lt;br /&gt;
**[[Player::getPlayerSprintTimeRemaining|Player::getPlayerSprintTimeRemaining()]]&lt;br /&gt;
**[[Player::resetPlayerInputGait|Player::resetPlayerInputGait()]]&lt;br /&gt;
**[[Player::specialAbilityDepleteMeter|Player::specialAbilityDepleteMeter(p1)]]&lt;br /&gt;
**[[Player::setPlayerMayNotEnterAnyVehicle|Player::setPlayerMayNotEnterAnyVehicle()]]&lt;br /&gt;
**[[Player::hasPlayerDamagedAtLeastOnePed|Player::hasPlayerDamagedAtLeastOnePed()]]&lt;br /&gt;
**[[Player::isPlayerWantedLevelGreater|Player::isPlayerWantedLevelGreater(wantedLevel)]]&lt;br /&gt;
**[[Player::setPlayerInvincible|Player::setPlayerInvincible(toggle)]]&lt;br /&gt;
**[[Player::getEntityPlayerIsFreeAimingAt|Player::getEntityPlayerIsFreeAimingAt(entity)]]&lt;br /&gt;
**[[Player::setPlayerLockonRangeOverride|Player::setPlayerLockonRangeOverride(range)]]&lt;br /&gt;
**[[Player::resetPlayerArrestState|Player::resetPlayerArrestState()]]&lt;br /&gt;
**[[Player::setPlayerWeaponDefenseModifier|Player::setPlayerWeaponDefenseModifier(modifier)]]&lt;br /&gt;
**[[Player::isPlayerFreeAiming|Player::isPlayerFreeAiming()]]&lt;br /&gt;
**[[Player::specialAbilityChargeSmall|Player::specialAbilityChargeSmall(p1p2)]]&lt;br /&gt;
**[[Player::setDisableAmbientMeleeMove|Player::setDisableAmbientMeleeMove(toggle)]]&lt;br /&gt;
**[[Player::getPlayerCurrentStealthNoise|Player::getPlayerCurrentStealthNoise()]]&lt;br /&gt;
**[[Player::setPoliceIgnorePlayer|Player::setPoliceIgnorePlayer(toggle)]]&lt;br /&gt;
**[[Player::setPlayerWantedLevelNoDrop|Player::setPlayerWantedLevelNoDrop(wantedLevelp2)]]&lt;br /&gt;
**[[Player::getPlayerTeam|Player::getPlayerTeam()]]&lt;br /&gt;
**[[Player::specialAbilityReset|Player::specialAbilityReset()]]&lt;br /&gt;
**[[Player::isPlayerBeingArrested|Player::isPlayerBeingArrested(atArresting)]]&lt;br /&gt;
**[[Player::setPlayerWantedLevel|Player::setPlayerWantedLevel(wantedLeveldisableNoMission)]]&lt;br /&gt;
**[[Player::isPlayerFreeAimingAtEntity|Player::isPlayerFreeAimingAtEntity(entity)]]&lt;br /&gt;
**[[Player::givePlayerRagdollControl|Player::givePlayerRagdollControl(toggle)]]&lt;br /&gt;
**[[Player::specialAbilityFillMeter|Player::specialAbilityFillMeter(p1)]]&lt;br /&gt;
**[[Player::isSpecialAbilityActive|Player::isSpecialAbilityActive()]]&lt;br /&gt;
**[[Player::getPlayerSprintStaminaRemaining|Player::getPlayerSprintStaminaRemaining()]]&lt;br /&gt;
**[[Player::intToPlayerindex|Player::intToPlayerindex(value)]]&lt;br /&gt;
**[[Player::isPlayerDead|Player::isPlayerDead()]]&lt;br /&gt;
**[[Player::setPoliceRadarBlips|Player::setPoliceRadarBlips(toggle)]]&lt;br /&gt;
**[[Player::getPlayerPed|Player::getPlayerPed()]]&lt;br /&gt;
**[[Player::setAllRandomPedsFleeThisFrame|Player::setAllRandomPedsFleeThisFrame()]]&lt;br /&gt;
**[[Player::simulatePlayerInputGait|Player::simulatePlayerInputGait(amountgaitTypespeedp4p5)]]&lt;br /&gt;
**[[Player::isPlayerControlOn|Player::isPlayerControlOn()]]&lt;br /&gt;
**[[Player::setPlayerMeleeWeaponDamageModifier|Player::setPlayerMeleeWeaponDamageModifier(modifier)]]&lt;br /&gt;
**[[Player::clearPlayerHasDamagedAtLeastOneNonAnimalPed|Player::clearPlayerHasDamagedAtLeastOneNonAnimalPed()]]&lt;br /&gt;
**[[Player::setPlayerVehicleDefenseModifier|Player::setPlayerVehicleDefenseModifier(modifier)]]&lt;br /&gt;
**[[Player::forceCleanupForAllThreadsWithThisName|Player::forceCleanupForAllThreadsWithThisName(name, cleanupFlags)]]&lt;br /&gt;
**[[Player::setPlayerStealthPerceptionModifier|Player::setPlayerStealthPerceptionModifier(value)]]&lt;br /&gt;
**[[Player::isPlayerRidingTrain|Player::isPlayerRidingTrain()]]&lt;br /&gt;
**[[Player::getPlayerPedScriptIndex|Player::getPlayerPedScriptIndex()]]&lt;br /&gt;
**[[Player::setPlayerWantedCentrePosition|Player::setPlayerWantedCentrePosition(xyz)]]&lt;br /&gt;
**[[Player::setIgnoreLowPriorityShockingEvents|Player::setIgnoreLowPriorityShockingEvents(toggle)]]&lt;br /&gt;
**[[Player::setPlayerLockon|Player::setPlayerLockon(toggle)]]&lt;br /&gt;
**[[Player::getTimeSincePlayerHitVehicle|Player::getTimeSincePlayerHitVehicle()]]&lt;br /&gt;
**[[Player::setPlayerHealthRechargeMultiplier|Player::setPlayerHealthRechargeMultiplier(regenRate)]]&lt;br /&gt;
**[[Player::getPlayerHasReserveParachute|Player::getPlayerHasReserveParachute()]]&lt;br /&gt;
**[[Player::disablePlayerFiring|Player::disablePlayerFiring(toggle)]]&lt;br /&gt;
**[[Player::isPlayerPlaying|Player::isPlayerPlaying()]]&lt;br /&gt;
**[[Player::specialAbilityLock|Player::specialAbilityLock(playerModel)]]&lt;br /&gt;
**[[Player::getPlayerName|Player::getPlayerName()]]&lt;br /&gt;
**[[Player::setRunSprintMultiplierForPlayer|Player::setRunSprintMultiplierForPlayer(multiplier)]]&lt;br /&gt;
**[[Player::setPlayerCanDoDriveBy|Player::setPlayerCanDoDriveBy(toggle)]]&lt;br /&gt;
**[[Player::getPlayerParachutePackTintIndex|Player::getPlayerParachutePackTintIndex(tintIndex)]]&lt;br /&gt;
**[[Player::setPlayerClothPinFrames|Player::setPlayerClothPinFrames(toggle)]]&lt;br /&gt;
**[[Player::getPlayerParachuteTintIndex|Player::getPlayerParachuteTintIndex(tintIndex)]]&lt;br /&gt;
**[[Player::setPlayerForcedZoom|Player::setPlayerForcedZoom(toggle)]]&lt;br /&gt;
**[[Player::setPlayerForceSkipAimIntro|Player::setPlayerForceSkipAimIntro(toggle)]]&lt;br /&gt;
**[[Player::setPlayerMaxArmour|Player::setPlayerMaxArmour(value)]]&lt;br /&gt;
**[[Player::isPlayerTargettingAnything|Player::isPlayerTargettingAnything()]]&lt;br /&gt;
**[[Player::isPlayerTargettingEntity|Player::isPlayerTargettingEntity(entity)]]&lt;br /&gt;
**[[Player::setPlayerHasReserveParachute|Player::setPlayerHasReserveParachute()]]&lt;br /&gt;
**[[Player::setPlayerMayOnlyEnterThisVehicle|Player::setPlayerMayOnlyEnterThisVehicle(vehicle)]]&lt;br /&gt;
**[[Player::setPlayerParachuteSmokeTrailColor|Player::setPlayerParachuteSmokeTrailColor(rgb)]]&lt;br /&gt;
**[[Player::hasAchievementBeenPassed|Player::hasAchievementBeenPassed(achievement)]]&lt;br /&gt;
**[[Player::clearPlayerParachuteModelOverride|Player::clearPlayerParachuteModelOverride()]]&lt;br /&gt;
**[[Player::isPlayerScriptControlOn|Player::isPlayerScriptControlOn()]]&lt;br /&gt;
**[[Player::setPlayerControl|Player::setPlayerControl(togglepossiblyFlags)]]&lt;br /&gt;
**[[Player::setEveryoneIgnorePlayer|Player::setEveryoneIgnorePlayer(toggle)]]&lt;br /&gt;
**[[Player::isPlayerReadyForCutscene|Player::isPlayerReadyForCutscene()]]&lt;br /&gt;
**[[Player::getPlayerMaxArmour|Player::getPlayerMaxArmour()]]&lt;br /&gt;
**[[Player::setPlayerParachutePackTintIndex|Player::setPlayerParachutePackTintIndex(tintIndex)]]&lt;br /&gt;
**[[Player::displaySystemSigninUi|Player::displaySystemSigninUi(unk)]]&lt;br /&gt;
**[[Player::isPlayerClimbing|Player::isPlayerClimbing()]]&lt;br /&gt;
**[[Player::setPlayerParachuteModelOverride|Player::setPlayerParachuteModelOverride(model)]]&lt;br /&gt;
**[[Player::reserveEntityExplodesOnHighExplosionCombo|Player::reserveEntityExplodesOnHighExplosionCombo(p1)]]&lt;br /&gt;
**[[Player::setWantedLevelDifficulty|Player::setWantedLevelDifficulty(difficulty)]]&lt;br /&gt;
**[[Player::specialAbilityDeactivateFast|Player::specialAbilityDeactivateFast()]]&lt;br /&gt;
**[[Player::intToParticipantindex|Player::intToParticipantindex(value)]]&lt;br /&gt;
**[[Player::setAutoGiveParachuteWhenEnterPlane|Player::setAutoGiveParachuteWhenEnterPlane(toggle)]]&lt;br /&gt;
**[[Player::setPlayerClothPackageIndex|Player::setPlayerClothPackageIndex(index)]]&lt;br /&gt;
**[[Player::setPlayerSprint|Player::setPlayerSprint(toggle)]]&lt;br /&gt;
**[[Player::specialAbilityChargeNormalized|Player::specialAbilityChargeNormalized(normalizedValuep2)]]&lt;br /&gt;
**[[Player::getPlayerUnderwaterTimeRemaining|Player::getPlayerUnderwaterTimeRemaining()]]&lt;br /&gt;
**[[Player::restorePlayerStamina|Player::restorePlayerStamina(p1)]]&lt;br /&gt;
**[[Player::setPlayerParachuteTintIndex|Player::setPlayerParachuteTintIndex(tintIndex)]]&lt;br /&gt;
**[[Player::setSpecialAbilityMultiplier|Player::setSpecialAbilityMultiplier(multiplier)]]&lt;br /&gt;
**[[Player::setPlayerVehicleDamageModifier|Player::setPlayerVehicleDamageModifier(damageAmount)]]&lt;br /&gt;
**[[Player::resetPlayerStamina|Player::resetPlayerStamina()]]&lt;br /&gt;
**[[Player::setSwimMultiplierForPlayer|Player::setSwimMultiplierForPlayer(multiplier)]]&lt;br /&gt;
**[[Player::setMaxWantedLevel|Player::setMaxWantedLevel(maxWantedLevel)]]&lt;br /&gt;
**[[Player::startPlayerTeleport|Player::startPlayerTeleport(xyzheadingp5p6p7)]]&lt;br /&gt;
**[[Player::setPlayerMeleeWeaponDefenseModifier|Player::setPlayerMeleeWeaponDefenseModifier(modifier)]]&lt;br /&gt;
**[[Player::setPlayerReserveParachuteTintIndex|Player::setPlayerReserveParachuteTintIndex(index)]]&lt;br /&gt;
**[[Player::arePlayerFlashingStarsAboutToDrop|Player::arePlayerFlashingStarsAboutToDrop()]]&lt;br /&gt;
**[[Player::setPlayerTargetingMode|Player::setPlayerTargetingMode(targetMode)]]&lt;br /&gt;
**[[Player::isSpecialAbilityEnabled|Player::isSpecialAbilityEnabled()]]&lt;br /&gt;
**[[Player::setPlayerSneakingNoiseMultiplier|Player::setPlayerSneakingNoiseMultiplier(multiplier)]]&lt;br /&gt;
**[[Player::clearPlayerWantedLevel|Player::clearPlayerWantedLevel()]]&lt;br /&gt;
**[[Player::getPlayerInvincible|Player::getPlayerInvincible()]]&lt;br /&gt;
**[[Player::specialAbilityChargeAbsolute|Player::specialAbilityChargeAbsolute(p1p2)]]&lt;br /&gt;
**[[Player::resetWantedLevelDifficulty|Player::resetWantedLevelDifficulty()]]&lt;br /&gt;
**[[Player::forceCleanup|Player::forceCleanup(cleanupFlags)]]&lt;br /&gt;
**[[Player::giveAchievementToPlayer|Player::giveAchievementToPlayer(achievement)]]&lt;br /&gt;
**[[Player::startFiringAmnesty|Player::startFiringAmnesty(duration)]]&lt;br /&gt;
**[[Player::disablePlayerVehicleRewards|Player::disablePlayerVehicleRewards()]]&lt;br /&gt;
**[[Player::setAreasGeneratorOrientation|Player::setAreasGeneratorOrientation()]]&lt;br /&gt;
**[[Player::setPlayerSimulateAiming|Player::setPlayerSimulateAiming(toggle)]]&lt;br /&gt;
**[[Player::isSpecialAbilityUnlocked|Player::isSpecialAbilityUnlocked(playerModel)]]&lt;br /&gt;
**[[Player::hasForceCleanupOccurred|Player::hasForceCleanupOccurred(cleanupFlags)]]&lt;br /&gt;
**[[Player::setAirDragMultiplierForPlayersVehicle|Player::setAirDragMultiplierForPlayersVehicle(multiplier)]]&lt;br /&gt;
**[[Player::setPlayerWeaponDamageModifier|Player::setPlayerWeaponDamageModifier(damageAmount)]]&lt;br /&gt;
**[[Player::setPlayerCanUseCover|Player::setPlayerCanUseCover(toggle)]]&lt;br /&gt;
**[[Player::getTimeSincePlayerDroveOnPavement|Player::getTimeSincePlayerDroveOnPavement()]]&lt;br /&gt;
**[[Player::hasPlayerLeftTheWorld|Player::hasPlayerLeftTheWorld()]]&lt;br /&gt;
**[[Player::getPlayerReserveParachuteTintIndex|Player::getPlayerReserveParachuteTintIndex(index)]]&lt;br /&gt;
**[[Player::setPlayerCanBeHassledByGangs|Player::setPlayerCanBeHassledByGangs(toggle)]]&lt;br /&gt;
**[[Player::specialAbilityDeactivate|Player::specialAbilityDeactivate()]]&lt;br /&gt;
**[[Player::hasPlayerBeenSpottedInStolenVehicle|Player::hasPlayerBeenSpottedInStolenVehicle()]]&lt;br /&gt;
**[[Player::setPlayerParachuteVariationOverride|Player::setPlayerParachuteVariationOverride(p1p2p3p4)]]&lt;br /&gt;
**[[Player::setDispatchCopsForPlayer|Player::setDispatchCopsForPlayer(toggle)]]&lt;br /&gt;
**[[Player::getTimeSincePlayerDroveAgainstTraffic|Player::getTimeSincePlayerDroveAgainstTraffic()]]&lt;br /&gt;
**[[Player::setPlayerNoiseMultiplier|Player::setPlayerNoiseMultiplier(multiplier)]]&lt;br /&gt;
**[[Player::setPlayerParachutePackModelOverride|Player::setPlayerParachutePackModelOverride(model)]]&lt;br /&gt;
**[[Player::isPlayerFreeForAmbientTask|Player::isPlayerFreeForAmbientTask()]]&lt;br /&gt;
**[[Player::setHudAnimStopLevel|Player::setHudAnimStopLevel(toggle)]]&lt;br /&gt;
**[[Player::canPlayerStartMission|Player::canPlayerStartMission()]]&lt;br /&gt;
**[[Player::setPlayerWantedLevelNow|Player::setPlayerWantedLevelNow(p1)]]&lt;br /&gt;
**[[Player::hasPlayerTeleportFinished|Player::hasPlayerTeleportFinished()]]&lt;br /&gt;
**[[Player::getPlayerWantedLevel|Player::getPlayerWantedLevel()]]&lt;br /&gt;
**[[Player::getTimeSincePlayerHitPed|Player::getTimeSincePlayerHitPed()]]&lt;br /&gt;
**[[Player::hasPlayerDamagedAtLeastOneNonAnimalPed|Player::hasPlayerDamagedAtLeastOneNonAnimalPed()]]&lt;br /&gt;
**[[Player::getPlayerRgbColour|Player::getPlayerRgbColour(rgb)]]&lt;br /&gt;
**[[Player::reportCrime|Player::reportCrime(crimeTypewantedLvlThresh)]]&lt;br /&gt;
**[[Player::specialAbilityChargeContinuous|Player::specialAbilityChargeContinuous(p1)]]&lt;br /&gt;
**[[Player::playerAttachVirtualBound|Player::playerAttachVirtualBound(p0, p1, p2, p3, p4, p5, p6, p7)]]&lt;br /&gt;
**[[Player::getPlayerParachuteSmokeTrailColor|Player::getPlayerParachuteSmokeTrailColor(rgb)]]&lt;br /&gt;
**[[Player::clearPlayerHasDamagedAtLeastOnePed|Player::clearPlayerHasDamagedAtLeastOnePed()]]&lt;br /&gt;
**[[Player::specialAbilityChargeMedium|Player::specialAbilityChargeMedium(p1p2)]]&lt;br /&gt;
**[[Player::specialAbilityUnlock|Player::specialAbilityUnlock(playerModel)]]&lt;br /&gt;
**[[Player::canPedHearPlayer|Player::canPedHearPlayer(ped)]]&lt;br /&gt;
**[[Player::removePlayerHelmet|Player::removePlayerHelmet(p2)]]&lt;br /&gt;
**[[Player::setPlayerCanLeaveParachuteSmokeTrail|Player::setPlayerCanLeaveParachuteSmokeTrail(enabled)]]&lt;br /&gt;
**[[Player::specialAbilityChargeLarge|Player::specialAbilityChargeLarge(p1p2)]]&lt;br /&gt;
**[[Player::forceCleanupForThreadWithThisId|Player::forceCleanupForThreadWithThisId(id, cleanupFlags)]]&lt;br /&gt;
**[[Player::isPlayerPressingHorn|Player::isPlayerPressingHorn()]]&lt;br /&gt;
**[[Player::getWantedLevelThreshold|Player::getWantedLevelThreshold(wantedLevel)]]&lt;br /&gt;
&lt;br /&gt;
==Rope==&lt;br /&gt;
**[[Rope::setDisableFragDamage|Rope::setDisableFragDamage(object, toggle)]]&lt;br /&gt;
**[[Rope::startRopeWinding|Rope::startRopeWinding(rope)]]&lt;br /&gt;
**[[Rope::getRopeLastVertexCoord|Rope::getRopeLastVertexCoord(rope)]]&lt;br /&gt;
**[[Rope::pinRopeVertex|Rope::pinRopeVertex(rope, vertex, x, y, z)]]&lt;br /&gt;
**[[Rope::breakEntityGlass|Rope::breakEntityGlass(p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10)]]&lt;br /&gt;
**[[Rope::getRopeVertexCount|Rope::getRopeVertexCount(rope)]]&lt;br /&gt;
**[[Rope::attachEntitiesToRope|Rope::attachEntitiesToRope(rope, ent1, ent2, ent1_x, ent1_y, ent1_z, ent2_x, ent2_y, ent2_z, length, p10, p11, p12, p13)]]&lt;br /&gt;
**[[Rope::attachRopeToEntity|Rope::attachRopeToEntity(rope, entity, x, y, z, p5)]]&lt;br /&gt;
**[[Rope::unpinRopeVertex|Rope::unpinRopeVertex(rope, vertex)]]&lt;br /&gt;
**[[Rope::deleteRope|Rope::deleteRope(rope)]]&lt;br /&gt;
**[[Rope::ropeConvertToSimple|Rope::ropeConvertToSimple(rope)]]&lt;br /&gt;
**[[Rope::startRopeUnwindingFront|Rope::startRopeUnwindingFront(rope)]]&lt;br /&gt;
**[[Rope::setDisableBreaking|Rope::setDisableBreaking(rope, enabled)]]&lt;br /&gt;
**[[Rope::getRopeLength|Rope::getRopeLength(rope)]]&lt;br /&gt;
**[[Rope::getCgoffset|Rope::getCgoffset(rope)]]&lt;br /&gt;
**[[Rope::deleteChildRope|Rope::deleteChildRope(rope)]]&lt;br /&gt;
**[[Rope::detachRopeFromEntity|Rope::detachRopeFromEntity(rope, entity)]]&lt;br /&gt;
**[[Rope::setCgAtBoundcenter|Rope::setCgAtBoundcenter(rope)]]&lt;br /&gt;
**[[Rope::ropeResetLength|Rope::ropeResetLength(rope, length)]]&lt;br /&gt;
**[[Rope::ropeSetUpdatePinverts|Rope::ropeSetUpdatePinverts(rope)]]&lt;br /&gt;
**[[Rope::stopRopeWinding|Rope::stopRopeWinding(rope)]]&lt;br /&gt;
**[[Rope::loadRopeData|Rope::loadRopeData(rope, rope_preset)]]&lt;br /&gt;
**[[Rope::ropeForceLength|Rope::ropeForceLength(rope, length)]]&lt;br /&gt;
**[[Rope::setCgoffset|Rope::setCgoffset(rope, x, y, z)]]&lt;br /&gt;
**[[Rope::applyImpulseToCloth|Rope::applyImpulseToCloth(posX, posY, posZ, vecX, vecY, vecZ, impulse)]]&lt;br /&gt;
**[[Rope::addRope|Rope::addRope(x, y, z, rotX, rotY, rotZ, length, ropeType, maxLength, minLength, p10, p11, p12, rigid, p14, breakWhenShot, unkPtr)]]&lt;br /&gt;
**[[Rope::getRopeVertexCoord|Rope::getRopeVertexCoord(rope, vertex)]]&lt;br /&gt;
**[[Rope::setDamping|Rope::setDamping(rope, vertex, value)]]&lt;br /&gt;
**[[Rope::ropeDrawShadowEnabled|Rope::ropeDrawShadowEnabled(rope, toggle)]]&lt;br /&gt;
**[[Rope::doesRopeExist|Rope::doesRopeExist(rope)]]&lt;br /&gt;
**[[Rope::stopRopeUnwindingFront|Rope::stopRopeUnwindingFront(rope)]]&lt;br /&gt;
&lt;br /&gt;
==Script==&lt;br /&gt;
**[[Script::getThreadName|Script::getThreadName(threadId)]]&lt;br /&gt;
**[[Script::getEventData|Script::getEventData(p0, eventIndex, eventData, p3)]]&lt;br /&gt;
**[[Script::getNumberOfInstancesOfStreamedScript|Script::getNumberOfInstancesOfStreamedScript(scriptHash)]]&lt;br /&gt;
**[[Script::isThreadActive|Script::isThreadActive(threadId)]]&lt;br /&gt;
**[[Script::setNoLoadingScreen|Script::setNoLoadingScreen(toggle)]]&lt;br /&gt;
**[[Script::triggerScriptEvent|Script::triggerScriptEvent(p0, argsStruct, argsStructSize, bitset)]]&lt;br /&gt;
**[[Script::hasStreamedScriptLoaded|Script::hasStreamedScriptLoaded(scriptHash)]]&lt;br /&gt;
**[[Script::getNumberOfEvents|Script::getNumberOfEvents(p0)]]&lt;br /&gt;
**[[Script::requestScript|Script::requestScript(scriptName)]]&lt;br /&gt;
**[[Script::getEventExists|Script::getEventExists(p0, eventIndex)]]&lt;br /&gt;
**[[Script::setStreamedScriptAsNoLongerNeeded|Script::setStreamedScriptAsNoLongerNeeded(scriptHash)]]&lt;br /&gt;
**[[Script::terminateThread|Script::terminateThread(threadId)]]&lt;br /&gt;
**[[Script::setScriptAsNoLongerNeeded|Script::setScriptAsNoLongerNeeded(scriptName)]]&lt;br /&gt;
**[[Script::requestStreamedScript|Script::requestStreamedScript(scriptHash)]]&lt;br /&gt;
**[[Script::getEventAtIndex|Script::getEventAtIndex(p0, eventIndex)]]&lt;br /&gt;
**[[Script::hasScriptLoaded|Script::hasScriptLoaded(scriptName)]]&lt;br /&gt;
**[[Script::isStreamedScriptRunning|Script::isStreamedScriptRunning(scriptHash)]]&lt;br /&gt;
**[[Script::doesScriptExist|Script::doesScriptExist(scriptName)]]&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
**[[Stats::statSlotIsLoaded|Stats::statSlotIsLoaded(p0)]]&lt;br /&gt;
**[[Stats::playstatsFriendActivity|Stats::playstatsFriendActivity(p0, p1)]]&lt;br /&gt;
**[[Stats::statGetBoolMasked|Stats::statGetBoolMasked(statName, mask, p2)]]&lt;br /&gt;
**[[Stats::leaderboardsGetNumberOfColumns|Stats::leaderboardsGetNumberOfColumns(p0, p1)]]&lt;br /&gt;
**[[Stats::statGetBool|Stats::statGetBool(statHash, outValue, p2)]]&lt;br /&gt;
**[[Stats::playstatsShopItem|Stats::playstatsShopItem(p0, p1, p2, p3, p4)]]&lt;br /&gt;
**[[Stats::statSetGxtLabel|Stats::statSetGxtLabel(statName, value, save)]]&lt;br /&gt;
**[[Stats::statGetUserId|Stats::statGetUserId(p0)]]&lt;br /&gt;
**[[Stats::statSetDate|Stats::statSetDate(statName, value, numFields, save)]]&lt;br /&gt;
**[[Stats::statGetNumberOfSeconds|Stats::statGetNumberOfSeconds(statName)]]&lt;br /&gt;
**[[Stats::leaderboardsReadSuccessful|Stats::leaderboardsReadSuccessful(p0, p1, p2)]]&lt;br /&gt;
**[[Stats::playstatsClothChange|Stats::playstatsClothChange(p0, p1, p2, p3, p4)]]&lt;br /&gt;
**[[Stats::statGetPos|Stats::statGetPos(p0, p1, p2, p3, p4)]]&lt;br /&gt;
**[[Stats::playstatsAwardXp|Stats::playstatsAwardXp(p0, p1, p2)]]&lt;br /&gt;
**[[Stats::statSetFloat|Stats::statSetFloat(statName, value, save)]]&lt;br /&gt;
**[[Stats::statDeleteSlot|Stats::statDeleteSlot(p0)]]&lt;br /&gt;
**[[Stats::statSetBool|Stats::statSetBool(statName, value, save)]]&lt;br /&gt;
**[[Stats::statGetLicensePlate|Stats::statGetLicensePlate(statName)]]&lt;br /&gt;
**[[Stats::statSetBoolMasked|Stats::statSetBoolMasked(statName, value, mask, save)]]&lt;br /&gt;
**[[Stats::leaderboards2ReadByRadius|Stats::leaderboards2ReadByRadius(p0, p1, p2)]]&lt;br /&gt;
**[[Stats::playstatsCheatApplied|Stats::playstatsCheatApplied(cheat)]]&lt;br /&gt;
**[[Stats::statGetMaskedInt|Stats::statGetMaskedInt(p0, p1, p2, p3, p4)]]&lt;br /&gt;
**[[Stats::statSetProfileSetting|Stats::statSetProfileSetting(profileSetting, value)]]&lt;br /&gt;
**[[Stats::playstatsOddjobDone|Stats::playstatsOddjobDone(p0, p1, p2)]]&lt;br /&gt;
**[[Stats::statSetLicensePlate|Stats::statSetLicensePlate(statName, str)]]&lt;br /&gt;
**[[Stats::statGetNumberOfMinutes|Stats::statGetNumberOfMinutes(statName)]]&lt;br /&gt;
**[[Stats::statGetInt|Stats::statGetInt(statHash, outValue, p2)]]&lt;br /&gt;
**[[Stats::statSetMaskedInt|Stats::statSetMaskedInt(statName, p1, p2, p3, save)]]&lt;br /&gt;
**[[Stats::playstatsMissionOver|Stats::playstatsMissionOver(p0, p1, p2, p3, p4, p5)]]&lt;br /&gt;
**[[Stats::leaderboardsReadClear|Stats::leaderboardsReadClear(p0, p1, p2)]]&lt;br /&gt;
**[[Stats::leaderboards2ReadByScoreInt|Stats::leaderboards2ReadByScoreInt(p0, p1, p2)]]&lt;br /&gt;
**[[Stats::statGetDate|Stats::statGetDate(statHash, p1, p2, p3)]]&lt;br /&gt;
**[[Stats::statSetUserId|Stats::statSetUserId(statName, value, save)]]&lt;br /&gt;
**[[Stats::leaderboardsGetCacheDataRow|Stats::leaderboardsGetCacheDataRow(p0, p1, p2)]]&lt;br /&gt;
**[[Stats::leaderboards2ReadFriendsByRow|Stats::leaderboards2ReadFriendsByRow(p0, p1, p2, p3, p4, p5)]]&lt;br /&gt;
**[[Stats::playstatsNpcInvite|Stats::playstatsNpcInvite(p0)]]&lt;br /&gt;
**[[Stats::statIncrement|Stats::statIncrement(statName, value)]]&lt;br /&gt;
**[[Stats::playstatsRaceCheckpoint|Stats::playstatsRaceCheckpoint(p0, p1, p2, p3, p4)]]&lt;br /&gt;
**[[Stats::leaderboardsGetCacheExists|Stats::leaderboardsGetCacheExists(p0)]]&lt;br /&gt;
**[[Stats::statLoadPending|Stats::statLoadPending(p0)]]&lt;br /&gt;
**[[Stats::statLoad|Stats::statLoad(p0)]]&lt;br /&gt;
**[[Stats::statSetString|Stats::statSetString(statName, value, save)]]&lt;br /&gt;
**[[Stats::leaderboards2ReadByRow|Stats::leaderboards2ReadByRow(p0, p1, p2, p3, p4, p5, p6)]]&lt;br /&gt;
**[[Stats::leaderboardsReadPending|Stats::leaderboardsReadPending(p0, p1, p2)]]&lt;br /&gt;
**[[Stats::leaderboards2WriteData|Stats::leaderboards2WriteData(p0)]]&lt;br /&gt;
**[[Stats::statSetInt|Stats::statSetInt(statName, value, save)]]&lt;br /&gt;
**[[Stats::leaderboardsCacheDataRow|Stats::leaderboardsCacheDataRow(p0)]]&lt;br /&gt;
**[[Stats::leaderboards2ReadByRank|Stats::leaderboards2ReadByRank(p0, p1, p2)]]&lt;br /&gt;
**[[Stats::playstatsPropChange|Stats::playstatsPropChange(p0, p1, p2, p3)]]&lt;br /&gt;
**[[Stats::playstatsMatchStarted|Stats::playstatsMatchStarted(p0, p1, p2, p3, p4, p5, p6)]]&lt;br /&gt;
**[[Stats::leaderboardsGetColumnType|Stats::leaderboardsGetColumnType(p0, p1, p2)]]&lt;br /&gt;
**[[Stats::playstatsMissionStarted|Stats::playstatsMissionStarted(p0, p1, p2, p3)]]&lt;br /&gt;
**[[Stats::statSetCurrentPosixTime|Stats::statSetCurrentPosixTime(statName, p1)]]&lt;br /&gt;
**[[Stats::leaderboards2ReadByHandle|Stats::leaderboards2ReadByHandle(p0, p1)]]&lt;br /&gt;
**[[Stats::leaderboardsGetColumnId|Stats::leaderboardsGetColumnId(p0, p1, p2)]]&lt;br /&gt;
**[[Stats::playstatsRankUp|Stats::playstatsRankUp(p0)]]&lt;br /&gt;
**[[Stats::playstatsMissionCheckpoint|Stats::playstatsMissionCheckpoint(p0, p1, p2, p3)]]&lt;br /&gt;
**[[Stats::statGetFloat|Stats::statGetFloat(statHash, outValue, p2)]]&lt;br /&gt;
**[[Stats::statSetPos|Stats::statSetPos(statName, x, y, z, save)]]&lt;br /&gt;
**[[Stats::playstatsWebsiteVisited|Stats::playstatsWebsiteVisited(scaleformHash, p1)]]&lt;br /&gt;
**[[Stats::statSave|Stats::statSave(p0, p1, p2)]]&lt;br /&gt;
**[[Stats::statGetNumberOfDays|Stats::statGetNumberOfDays(statName)]]&lt;br /&gt;
**[[Stats::statGetString|Stats::statGetString(statHash, p1)]]&lt;br /&gt;
**[[Stats::leaderboards2ReadByScoreFloat|Stats::leaderboards2ReadByScoreFloat(p0, p1, p2)]]&lt;br /&gt;
**[[Stats::statClearSlotForReload|Stats::statClearSlotForReload(statSlot)]]&lt;br /&gt;
**[[Stats::leaderboardsGetCacheTime|Stats::leaderboardsGetCacheTime(p0)]]&lt;br /&gt;
**[[Stats::statGetNumberOfHours|Stats::statGetNumberOfHours(statName)]]&lt;br /&gt;
&lt;br /&gt;
==Streaming==&lt;br /&gt;
**[[Streaming::removeClipSet|Streaming::removeClipSet(clipSet)]]&lt;br /&gt;
**[[Streaming::requestCollisionAtCoord|Streaming::requestCollisionAtCoord(x, y, z)]]&lt;br /&gt;
**[[Streaming::removeAnimSet|Streaming::removeAnimSet(animSet)]]&lt;br /&gt;
**[[Streaming::isModelAVehicle|Streaming::isModelAVehicle(model)]]&lt;br /&gt;
**[[Streaming::newLoadSceneStart|Streaming::newLoadSceneStart(p0, p1, p2, p3, p4, p5, p6, p7)]]&lt;br /&gt;
**[[Streaming::setUnkCameraSettings|Streaming::setUnkCameraSettings(x, y, z, rad, p4, p5)]]&lt;br /&gt;
**[[Streaming::hasCollisionForModelLoaded|Streaming::hasCollisionForModelLoaded(model)]]&lt;br /&gt;
**[[Streaming::doesAnimDictExist|Streaming::doesAnimDictExist(animDict)]]&lt;br /&gt;
**[[Streaming::hasClipSetLoaded|Streaming::hasClipSetLoaded(clipSet)]]&lt;br /&gt;
**[[Streaming::isModelInCdimage|Streaming::isModelInCdimage(model)]]&lt;br /&gt;
**[[Streaming::prefetchSrl|Streaming::prefetchSrl(p0)]]&lt;br /&gt;
**[[Streaming::requestIpl|Streaming::requestIpl(iplName)]]&lt;br /&gt;
**[[Streaming::setDitchPoliceModels|Streaming::setDitchPoliceModels(toggle)]]&lt;br /&gt;
**[[Streaming::loadScene|Streaming::loadScene(x, y, z)]]&lt;br /&gt;
**[[Streaming::removeNamedPtfxAsset|Streaming::removeNamedPtfxAsset(fxName)]]&lt;br /&gt;
**[[Streaming::setStreaming|Streaming::setStreaming(toggle)]]&lt;br /&gt;
**[[Streaming::requestAnimSet|Streaming::requestAnimSet(animSet)]]&lt;br /&gt;
**[[Streaming::setGamePausesForStreaming|Streaming::setGamePausesForStreaming(toggle)]]&lt;br /&gt;
**[[Streaming::setReducePedModelBudget|Streaming::setReducePedModelBudget(toggle)]]&lt;br /&gt;
**[[Streaming::setReduceVehicleModelBudget|Streaming::setReduceVehicleModelBudget(toggle)]]&lt;br /&gt;
**[[Streaming::hasNamedPtfxAssetLoaded|Streaming::hasNamedPtfxAssetLoaded(fxName)]]&lt;br /&gt;
**[[Streaming::isIplActive|Streaming::isIplActive(iplName)]]&lt;br /&gt;
**[[Streaming::setPedPopulationBudget|Streaming::setPedPopulationBudget(p0)]]&lt;br /&gt;
**[[Streaming::requestCollisionForModel|Streaming::requestCollisionForModel(model)]]&lt;br /&gt;
**[[Streaming::requestModel|Streaming::requestModel(model)]]&lt;br /&gt;
**[[Streaming::hasModelLoaded|Streaming::hasModelLoaded(model)]]&lt;br /&gt;
**[[Streaming::requestModel2|Streaming::requestModel2(model)]]&lt;br /&gt;
**[[Streaming::setSrlTime|Streaming::setSrlTime(p0)]]&lt;br /&gt;
**[[Streaming::newLoadSceneStartSafe|Streaming::newLoadSceneStartSafe(p0, p1, p2, p3, p4)]]&lt;br /&gt;
**[[Streaming::getIdealPlayerSwitchType|Streaming::getIdealPlayerSwitchType(x1, y1, z1, x2, y2, z2)]]&lt;br /&gt;
**[[Streaming::requestNamedPtfxAsset|Streaming::requestNamedPtfxAsset(fxName)]]&lt;br /&gt;
**[[Streaming::setHdArea|Streaming::setHdArea(x, y, z, ground)]]&lt;br /&gt;
**[[Streaming::setFocusArea|Streaming::setFocusArea(x, y, z, offsetX, offsetY, offsetZ)]]&lt;br /&gt;
**[[Streaming::isModelValid|Streaming::isModelValid(model)]]&lt;br /&gt;
**[[Streaming::setPlayerSwitchLocation|Streaming::setPlayerSwitchLocation(p0, p1, p2, p3, p4, p5, p6, p7, p8)]]&lt;br /&gt;
**[[Streaming::hasAnimSetLoaded|Streaming::hasAnimSetLoaded(animSet)]]&lt;br /&gt;
**[[Streaming::requestAdditionalCollisionAtCoord|Streaming::requestAdditionalCollisionAtCoord(p0, p1, p2)]]&lt;br /&gt;
**[[Streaming::setVehiclePopulationBudget|Streaming::setVehiclePopulationBudget(p0)]]&lt;br /&gt;
**[[Streaming::hasAnimDictLoaded|Streaming::hasAnimDictLoaded(animDict)]]&lt;br /&gt;
**[[Streaming::requestClipSet|Streaming::requestClipSet(clipSet)]]&lt;br /&gt;
**[[Streaming::requestAnimDict|Streaming::requestAnimDict(animDict)]]&lt;br /&gt;
**[[Streaming::setInteriorActive|Streaming::setInteriorActive(interiorID, toggle)]]&lt;br /&gt;
**[[Streaming::setModelAsNoLongerNeeded|Streaming::setModelAsNoLongerNeeded(model)]]&lt;br /&gt;
**[[Streaming::removeIpl|Streaming::removeIpl(iplName)]]&lt;br /&gt;
**[[Streaming::removeAnimDict|Streaming::removeAnimDict(animDict)]]&lt;br /&gt;
**[[Streaming::startPlayerSwitch|Streaming::startPlayerSwitch(from, to, flags, switchType)]]&lt;br /&gt;
&lt;br /&gt;
==System==&lt;br /&gt;
**[[System::sin|System::sin(value)]]&lt;br /&gt;
**[[System::ceil|System::ceil(value)]]&lt;br /&gt;
**[[System::vdist|System::vdist(x1, y1, z1, x2, y2, z2)]]&lt;br /&gt;
**[[System::wait|System::wait(ms)]]&lt;br /&gt;
**[[System::settimerb|System::settimerb(value)]]&lt;br /&gt;
**[[System::vmag|System::vmag(p0, p1, p2)]]&lt;br /&gt;
**[[System::sqrt|System::sqrt(value)]]&lt;br /&gt;
**[[System::shiftRight|System::shiftRight(value, bitShift)]]&lt;br /&gt;
**[[System::vmag2|System::vmag2(p0, p1, p2)]]&lt;br /&gt;
**[[System::vdist2|System::vdist2(x1, y1, z1, x2, y2, z2)]]&lt;br /&gt;
**[[System::startNewScriptWithArgs|System::startNewScriptWithArgs(scriptName, args, argCount, stackSize)]]&lt;br /&gt;
**[[System::toFloat|System::toFloat(value)]]&lt;br /&gt;
**[[System::settimera|System::settimera(value)]]&lt;br /&gt;
**[[System::startNewStreamedScriptWithArgs|System::startNewStreamedScriptWithArgs(scriptHash, args, argCount, stackSize)]]&lt;br /&gt;
**[[System::cos|System::cos(value)]]&lt;br /&gt;
**[[System::pow|System::pow(base, exponent)]]&lt;br /&gt;
**[[System::startNewScript|System::startNewScript(scriptName, stackSize)]]&lt;br /&gt;
**[[System::startNewStreamedScript|System::startNewStreamedScript(scriptHash, stackSize)]]&lt;br /&gt;
**[[System::shiftLeft|System::shiftLeft(value, bitShift)]]&lt;br /&gt;
**[[System::round|System::round(value)]]&lt;br /&gt;
**[[System::floor|System::floor(value)]]&lt;br /&gt;
&lt;br /&gt;
==Time==&lt;br /&gt;
**[[Time::pauseClock|Time::pauseClock(toggle)]]&lt;br /&gt;
**[[Time::setClockTime|Time::setClockTime(hour, minute, second)]]&lt;br /&gt;
**[[Time::getLocalTime|Time::getLocalTime(year, month, day, hour, minute, second)]]&lt;br /&gt;
**[[Time::getLocalTimeGmt|Time::getLocalTimeGmt(year, month, day, hour, minute, second)]]&lt;br /&gt;
**[[Time::setClockDate|Time::setClockDate(day, month, year)]]&lt;br /&gt;
**[[Time::advanceClockTimeTo|Time::advanceClockTimeTo(hour, minute, second)]]&lt;br /&gt;
**[[Time::addToClockTime|Time::addToClockTime(hours, minutes, seconds)]]&lt;br /&gt;
**[[Time::getPosixTime|Time::getPosixTime(year, month, day, hour, minute, second)]]&lt;br /&gt;
&lt;br /&gt;
==Ui==&lt;br /&gt;
**[[Ui::hasAdditionalTextLoaded|Ui::hasAdditionalTextLoaded(slot)]]&lt;br /&gt;
**[[Ui::flashAbilityBar|Ui::flashAbilityBar(p0)]]&lt;br /&gt;
**[[Ui::setTextProportional|Ui::setTextProportional(p0)]]&lt;br /&gt;
**[[Ui::addTextComponentInteger|Ui::addTextComponentInteger(value)]]&lt;br /&gt;
**[[Ui::setPlayerCashChange|Ui::setPlayerCashChange(cash, bank)]]&lt;br /&gt;
**[[Ui::setTextScale|Ui::setTextScale(p0, size)]]&lt;br /&gt;
**[[Ui::setRadarZoom|Ui::setRadarZoom(zoomLevel)]]&lt;br /&gt;
**[[Ui::showHudComponentThisFrame|Ui::showHudComponentThisFrame(id)]]&lt;br /&gt;
**[[Ui::addTextComponentSubstringCash|Ui::addTextComponentSubstringCash(cashAmount, p1)]]&lt;br /&gt;
**[[Ui::restartFrontendMenu|Ui::restartFrontendMenu(menuHash, p1)]]&lt;br /&gt;
**[[Ui::addTextComponentSubstringTime|Ui::addTextComponentSubstringTime(timestamp, flags)]]&lt;br /&gt;
**[[Ui::isNamedRendertargetLinked|Ui::isNamedRendertargetLinked(hash)]]&lt;br /&gt;
**[[Ui::lockMinimapPosition|Ui::lockMinimapPosition(x, y)]]&lt;br /&gt;
**[[Ui::getTextSubstring|Ui::getTextSubstring(text, position, length)]]&lt;br /&gt;
**[[Ui::addTextComponentSubstringLocalized|Ui::addTextComponentSubstringLocalized(gxtEntryHash)]]&lt;br /&gt;
**[[Ui::setNotificationFlashColor|Ui::setNotificationFlashColor(red, green, blue, alpha)]]&lt;br /&gt;
**[[Ui::keyHudColour|Ui::keyHudColour(p0, p1)]]&lt;br /&gt;
**[[Ui::getNamedRendertargetRenderId|Ui::getNamedRendertargetRenderId(p0)]]&lt;br /&gt;
**[[Ui::doesTextBlockExist|Ui::doesTextBlockExist(gxt)]]&lt;br /&gt;
**[[Ui::setNotificationMessage|Ui::setNotificationMessage(picName1, picName2, flash, iconType, sender, subject)]]&lt;br /&gt;
**[[Ui::setTextChatUnk|Ui::setTextChatUnk(p0)]]&lt;br /&gt;
**[[Ui::setNotificationTextEntry|Ui::setNotificationTextEntry(type)]]&lt;br /&gt;
**[[Ui::getHudComponentPosition|Ui::getHudComponentPosition(p0)]]&lt;br /&gt;
**[[Ui::setRadarBigmapEnabled|Ui::setRadarBigmapEnabled(toggleBigMap, showFullMap)]]&lt;br /&gt;
**[[Ui::displayHelpTextFromStringLabel|Ui::displayHelpTextFromStringLabel(p0, loop, beep, shape)]]&lt;br /&gt;
**[[Ui::setTextEntry|Ui::setTextEntry(text)]]&lt;br /&gt;
**[[Ui::displayAreaName|Ui::displayAreaName(toggle)]]&lt;br /&gt;
**[[Ui::lockMinimapAngle|Ui::lockMinimapAngle(angle)]]&lt;br /&gt;
**[[Ui::clearAdditionalText|Ui::clearAdditionalText(p0, p1)]]&lt;br /&gt;
**[[Ui::drawNotification|Ui::drawNotification(blink, p1)]]&lt;br /&gt;
**[[Ui::setGpsFlashes|Ui::setGpsFlashes(toggle)]]&lt;br /&gt;
**[[Ui::drawNotification3|Ui::drawNotification3(blink, p1)]]&lt;br /&gt;
**[[Ui::hideSpecialAbilityLockonOperation|Ui::hideSpecialAbilityLockonOperation(p0, p1)]]&lt;br /&gt;
**[[Ui::setTextEdge|Ui::setTextEdge(p0, r, g, b, a)]]&lt;br /&gt;
**[[Ui::objectDecalToggle|Ui::objectDecalToggle(hash)]]&lt;br /&gt;
**[[Ui::drawNotification2|Ui::drawNotification2(blink, p1)]]&lt;br /&gt;
**[[Ui::resetHudComponentValues|Ui::resetHudComponentValues(id)]]&lt;br /&gt;
**[[Ui::setTextDropshadow|Ui::setTextDropshadow(distance, r, g, b, a)]]&lt;br /&gt;
**[[Ui::addBlipForRadius|Ui::addBlipForRadius(posX, posY, posZ, radius)]]&lt;br /&gt;
**[[Ui::enableDeathbloodSeethrough|Ui::enableDeathbloodSeethrough(p0)]]&lt;br /&gt;
**[[Ui::setTextJustification|Ui::setTextJustification(justifyType)]]&lt;br /&gt;
**[[Ui::hasHeadDisplayLoaded|Ui::hasHeadDisplayLoaded(headDisplayId)]]&lt;br /&gt;
**[[Ui::clearFloatingHelp|Ui::clearFloatingHelp(p0, p1)]]&lt;br /&gt;
**[[Ui::setTextGxtEntry|Ui::setTextGxtEntry(entry)]]&lt;br /&gt;
**[[Ui::setNotificationMessageClanTag2|Ui::setNotificationMessageClanTag2(picName1, picName2, flash, iconType1, sender, subject, duration, clanTag, iconType2, p9)]]&lt;br /&gt;
**[[Ui::setTextEntryForWidth|Ui::setTextEntryForWidth(text)]]&lt;br /&gt;
**[[Ui::registerNamedRendertarget|Ui::registerNamedRendertarget(p0, p1)]]&lt;br /&gt;
**[[Ui::setMinimapBlockWaypoint|Ui::setMinimapBlockWaypoint(toggle)]]&lt;br /&gt;
**[[Ui::addTrevorRandomModifier|Ui::addTrevorRandomModifier(headDisplayId)]]&lt;br /&gt;
**[[Ui::setRadarAsInteriorThisFrame|Ui::setRadarAsInteriorThisFrame(interior, x, y, z, p4)]]&lt;br /&gt;
**[[Ui::addBlipForCoord|Ui::addBlipForCoord(x, y, z)]]&lt;br /&gt;
**[[Ui::setGpsFlags|Ui::setGpsFlags(p0, p1)]]&lt;br /&gt;
**[[Ui::setNotificationMessageClanTag|Ui::setNotificationMessageClanTag(picName1, picName2, flash, iconType, sender, subject, duration, clanTag)]]&lt;br /&gt;
**[[Ui::setTextRenderId|Ui::setTextRenderId(renderId)]]&lt;br /&gt;
**[[Ui::setMissionName|Ui::setMissionName(p0, name)]]&lt;br /&gt;
**[[Ui::requestAdditionalText2|Ui::requestAdditionalText2(gxt, slot)]]&lt;br /&gt;
**[[Ui::addNextMessageToPreviousBriefs|Ui::addNextMessageToPreviousBriefs(p0)]]&lt;br /&gt;
**[[Ui::setTextWrap|Ui::setTextWrap(start, end)]]&lt;br /&gt;
**[[Ui::setHeadDisplayFlag|Ui::setHeadDisplayFlag(headDisplayId, sprite, toggle)]]&lt;br /&gt;
**[[Ui::setTextFont|Ui::setTextFont(fontType)]]&lt;br /&gt;
**[[Ui::hideHudComponentThisFrame|Ui::hideHudComponentThisFrame(id)]]&lt;br /&gt;
**[[Ui::toggleStealthRadar|Ui::toggleStealthRadar(toggle)]]&lt;br /&gt;
**[[Ui::setTextRightJustify|Ui::setTextRightJustify(toggle)]]&lt;br /&gt;
**[[Ui::addTextComponentSubstringPlayerName|Ui::addTextComponentSubstringPlayerName(text)]]&lt;br /&gt;
**[[Ui::isMinimapAreaRevealed|Ui::isMinimapAreaRevealed(x, y, radius)]]&lt;br /&gt;
**[[Ui::setWarningMessage3|Ui::setWarningMessage3(entryHeader, entryLine1, instructionalKey, entryLine2, p4, p5, p6, p7, p8, p9)]]&lt;br /&gt;
**[[Ui::requestAdditionalText|Ui::requestAdditionalText(gxt, slot)]]&lt;br /&gt;
**[[Ui::setFrontendActive|Ui::setFrontendActive(active)]]&lt;br /&gt;
**[[Ui::setMinimapComponent|Ui::setMinimapComponent(p0, p1, p2)]]&lt;br /&gt;
**[[Ui::setPlayerBlipPositionThisFrame|Ui::setPlayerBlipPositionThisFrame(x, y)]]&lt;br /&gt;
**[[Ui::isNamedRendertargetRegistered|Ui::isNamedRendertargetRegistered(p0)]]&lt;br /&gt;
**[[Ui::setWarningMessage|Ui::setWarningMessage(entryLine1, instructionalKey, entryLine2, p3, p4, p5, p6, background)]]&lt;br /&gt;
**[[Ui::getLabelText|Ui::getLabelText(labelName)]]&lt;br /&gt;
**[[Ui::getHudColour|Ui::getHudColour(hudIndex, r, g, b, a)]]&lt;br /&gt;
**[[Ui::getLengthOfStringWithThisTextLabel|Ui::getLengthOfStringWithThisTextLabel(gxt)]]&lt;br /&gt;
**[[Ui::setTextComponentFormat|Ui::setTextComponentFormat(inputType)]]&lt;br /&gt;
**[[Ui::getTextScreenWidth|Ui::getTextScreenWidth(p0)]]&lt;br /&gt;
**[[Ui::removeBlip|Ui::removeBlip(blip)]]&lt;br /&gt;
**[[Ui::isStreamingAdditionalText|Ui::isStreamingAdditionalText(p0)]]&lt;br /&gt;
**[[Ui::setCursorSprite|Ui::setCursorSprite(spriteId)]]&lt;br /&gt;
**[[Ui::clearHelp|Ui::clearHelp(toggle)]]&lt;br /&gt;
**[[Ui::setMinimapVisible|Ui::setMinimapVisible(toggle)]]&lt;br /&gt;
**[[Ui::addTextComponentSubstringWebsite|Ui::addTextComponentSubstringWebsite(website)]]&lt;br /&gt;
**[[Ui::displayHelpTextThisFrame|Ui::displayHelpTextThisFrame(message, p1)]]&lt;br /&gt;
**[[Ui::displayCash|Ui::displayCash(toggle)]]&lt;br /&gt;
**[[Ui::setAbilityBarValue|Ui::setAbilityBarValue(p0, p1)]]&lt;br /&gt;
**[[Ui::drawSubtitleTimed|Ui::drawSubtitleTimed(time, p1)]]&lt;br /&gt;
**[[Ui::displayRadar|Ui::displayRadar(Toggle)]]&lt;br /&gt;
**[[Ui::flashWantedDisplay|Ui::flashWantedDisplay(p0)]]&lt;br /&gt;
**[[Ui::setTextLeading|Ui::setTextLeading(p0)]]&lt;br /&gt;
**[[Ui::displayAmmoThisFrame|Ui::displayAmmoThisFrame(display)]]&lt;br /&gt;
**[[Ui::displayHud|Ui::displayHud(toggle)]]&lt;br /&gt;
**[[Ui::setHudComponentPosition|Ui::setHudComponentPosition(id, p1, p2)]]&lt;br /&gt;
**[[Ui::setLoadingPromptTextEntry|Ui::setLoadingPromptTextEntry(string)]]&lt;br /&gt;
**[[Ui::doesTextLabelExist|Ui::doesTextLabelExist(gxt)]]&lt;br /&gt;
**[[Ui::hasThisAdditionalTextLoaded|Ui::hasThisAdditionalTextLoaded(gxt, slot)]]&lt;br /&gt;
**[[Ui::getTextSubstringSafe|Ui::getTextSubstringSafe(text, position, length, maxLength)]]&lt;br /&gt;
**[[Ui::setTextEntry2|Ui::setTextEntry2(p0)]]&lt;br /&gt;
**[[Ui::isHudComponentActive|Ui::isHudComponentActive(id)]]&lt;br /&gt;
**[[Ui::respondingAsTemp|Ui::respondingAsTemp(p0)]]&lt;br /&gt;
**[[Ui::showLoadingPrompt|Ui::showLoadingPrompt(busySpinnerType)]]&lt;br /&gt;
**[[Ui::addBlipForPickup|Ui::addBlipForPickup(pickup)]]&lt;br /&gt;
**[[Ui::removeNotification|Ui::removeNotification(notifactionId)]]&lt;br /&gt;
**[[Ui::setTextColour|Ui::setTextColour(red, green, blue, alpha)]]&lt;br /&gt;
**[[Ui::setTextCentre|Ui::setTextCentre(align)]]&lt;br /&gt;
**[[Ui::setWidescreenFormat|Ui::setWidescreenFormat(p0)]]&lt;br /&gt;
**[[Ui::addTextComponentItemString|Ui::addTextComponentItemString(labelName)]]&lt;br /&gt;
**[[Ui::setRadarZoomLevelThisFrame|Ui::setRadarZoomLevelThisFrame(zoomLevel)]]&lt;br /&gt;
**[[Ui::drawText|Ui::drawText(x, y)]]&lt;br /&gt;
**[[Ui::getTextSubstringSlice|Ui::getTextSubstringSlice(text, startPosition, endPosition)]]&lt;br /&gt;
**[[Ui::setHeadDisplayWanted|Ui::setHeadDisplayWanted(headDisplayId, wantedlvl)]]&lt;br /&gt;
**[[Ui::clearThisPrint|Ui::clearThisPrint(p0)]]&lt;br /&gt;
**[[Ui::getStreetNameFromHashKey|Ui::getStreetNameFromHashKey(hash)]]&lt;br /&gt;
**[[Ui::setMinimapAttitudeIndicatorLevel|Ui::setMinimapAttitudeIndicatorLevel(altitude, p1)]]&lt;br /&gt;
**[[Ui::getTextScaleHeight|Ui::getTextScaleHeight(size, font)]]&lt;br /&gt;
**[[Ui::setWarningMessage2|Ui::setWarningMessage2(entryHeader, entryLine1, instructionalKey, entryLine2, p4, p5, p6, p7, background)]]&lt;br /&gt;
**[[Ui::isScriptedHudComponentActive|Ui::isScriptedHudComponentActive(id)]]&lt;br /&gt;
**[[Ui::setHeadDisplayString|Ui::setHeadDisplayString(headDisplayId, string)]]&lt;br /&gt;
**[[Ui::setPauseMenuActive|Ui::setPauseMenuActive(toggle)]]&lt;br /&gt;
**[[Ui::hideScriptedHudComponentThisFrame|Ui::hideScriptedHudComponentThisFrame(id)]]&lt;br /&gt;
**[[Ui::addTextComponentFloat|Ui::addTextComponentFloat(value, decimalPlaces)]]&lt;br /&gt;
**[[Ui::releaseNamedRendertarget|Ui::releaseNamedRendertarget(p0)]]&lt;br /&gt;
**[[Ui::showWeaponWheel|Ui::showWeaponWheel(forcedShow)]]&lt;br /&gt;
**[[Ui::activateFrontendMenu|Ui::activateFrontendMenu(menuhash, Toggle_Pause, p2)]]&lt;br /&gt;
**[[Ui::setUseridsUihidden|Ui::setUseridsUihidden(p0, p1)]]&lt;br /&gt;
**[[Ui::drawNotification4|Ui::drawNotification4(blink, p1)]]&lt;br /&gt;
**[[Ui::getLengthOfLiteralString|Ui::getLengthOfLiteralString(string)]]&lt;br /&gt;
**[[Ui::setHudColour|Ui::setHudColour(hudIndex, r, g, b, a)]]&lt;br /&gt;
**[[Ui::linkNamedRendertarget|Ui::linkNamedRendertarget(hash)]]&lt;br /&gt;
**[[Ui::setMinimapRevealed|Ui::setMinimapRevealed(toggle)]]&lt;br /&gt;
**[[Ui::beginTextCommandSetBlipName|Ui::beginTextCommandSetBlipName(gxtentry)]]&lt;br /&gt;
**[[Ui::getBlipInfoIdCoord|Ui::getBlipInfoIdCoord(p0)]]&lt;br /&gt;
**[[Ui::setMultiplayerHudCash|Ui::setMultiplayerHudCash(p0, p1)]]&lt;br /&gt;
**[[Ui::setNewWaypoint|Ui::setNewWaypoint(x, y)]]&lt;br /&gt;
&lt;br /&gt;
==Unk==&lt;br /&gt;
**[[Unk::getBroadcastFinshedLosSound|Unk::getBroadcastFinshedLosSound(p0)]]&lt;br /&gt;
&lt;br /&gt;
==Recorder==&lt;br /&gt;
**[[Recorder::start|Recorder::start(mode)]]&lt;br /&gt;
**[[Recorder::stop|Recorder::stop(save)]]&lt;br /&gt;
**[[Recorder::isRecording|Recorder::isRecording()]]&lt;br /&gt;
&lt;br /&gt;
==Vehicle==&lt;br /&gt;
**[[Vehicle::getRandomVehicleModelInMemory|Vehicle::getRandomVehicleModelInMemory(p0, modelHash, p2)]]&lt;br /&gt;
**[[Vehicle::hasPreloadModsFinished|Vehicle::hasPreloadModsFinished(p0)]]&lt;br /&gt;
**[[Vehicle::getTotalDurationOfVehicleRecording|Vehicle::getTotalDurationOfVehicleRecording(p0, p1)]]&lt;br /&gt;
**[[Vehicle::setVehicleModelIsSuppressed|Vehicle::setVehicleModelIsSuppressed(model, suppressed)]]&lt;br /&gt;
**[[Vehicle::getTotalDurationOfVehicleRecordingId|Vehicle::getTotalDurationOfVehicleRecordingId(p0)]]&lt;br /&gt;
**[[Vehicle::hasVehicleAssetLoaded|Vehicle::hasVehicleAssetLoaded(vehicleAsset)]]&lt;br /&gt;
**[[Vehicle::isPlaybackGoingOnForVehicle|Vehicle::isPlaybackGoingOnForVehicle(p0)]]&lt;br /&gt;
**[[Vehicle::getRotationOfVehicleRecordingAtTime|Vehicle::getRotationOfVehicleRecordingAtTime(p0, p1, p2)]]&lt;br /&gt;
**[[Vehicle::getVehicleRecordingId|Vehicle::getVehicleRecordingId(p0, p1)]]&lt;br /&gt;
**[[Vehicle::deleteScriptVehicleGenerator|Vehicle::deleteScriptVehicleGenerator(vehicleGenerator)]]&lt;br /&gt;
**[[Vehicle::setVehicleDensityMultiplierThisFrame|Vehicle::setVehicleDensityMultiplierThisFrame(multiplier)]]&lt;br /&gt;
**[[Vehicle::setFarDrawVehicles|Vehicle::setFarDrawVehicles(toggle)]]&lt;br /&gt;
**[[Vehicle::startPlaybackRecordedVehicleUsingAi|Vehicle::startPlaybackRecordedVehicleUsingAi(p0, p1, p2, p3, p4)]]&lt;br /&gt;
**[[Vehicle::getVehicleModelMaxNumberOfPassengers|Vehicle::getVehicleModelMaxNumberOfPassengers(modelHash)]]&lt;br /&gt;
**[[Vehicle::setGarbageTrucks|Vehicle::setGarbageTrucks(toggle)]]&lt;br /&gt;
**[[Vehicle::getPositionInRecording|Vehicle::getPositionInRecording(p0)]]&lt;br /&gt;
**[[Vehicle::getVehicleClassMaxAcceleration|Vehicle::getVehicleClassMaxAcceleration(p0)]]&lt;br /&gt;
**[[Vehicle::addVehicleStuckCheckWithWarp|Vehicle::addVehicleStuckCheckWithWarp(p0, p1, p2, p3, p4, p5, p6)]]&lt;br /&gt;
**[[Vehicle::hasVehicleRecordingBeenLoaded|Vehicle::hasVehicleRecordingBeenLoaded(p0, p1)]]&lt;br /&gt;
**[[Vehicle::getRandomVehicleInSphere|Vehicle::getRandomVehicleInSphere(x, y, z, radius, modelHash, flags)]]&lt;br /&gt;
**[[Vehicle::isThisModelAQuadbike|Vehicle::isThisModelAQuadbike(model)]]&lt;br /&gt;
**[[Vehicle::startPlaybackRecordedVehicle|Vehicle::startPlaybackRecordedVehicle(p0, p1, p2, p3)]]&lt;br /&gt;
**[[Vehicle::getCurrentPlaybackForVehicle|Vehicle::getCurrentPlaybackForVehicle(p0)]]&lt;br /&gt;
**[[Vehicle::isThisModelABoat|Vehicle::isThisModelABoat(model)]]&lt;br /&gt;
**[[Vehicle::removeVehiclesFromGeneratorsInArea|Vehicle::removeVehiclesFromGeneratorsInArea(x1, y1, z1, x2, y2, z2, unk)]]&lt;br /&gt;
**[[Vehicle::getVehicleClassMaxBraking|Vehicle::getVehicleClassMaxBraking(p0)]]&lt;br /&gt;
**[[Vehicle::getVehicleClassMaxAgility|Vehicle::getVehicleClassMaxAgility(p0)]]&lt;br /&gt;
**[[Vehicle::getVehicleModelMaxTraction|Vehicle::getVehicleModelMaxTraction(modelHash)]]&lt;br /&gt;
**[[Vehicle::stopPlaybackRecordedVehicle|Vehicle::stopPlaybackRecordedVehicle(p0)]]&lt;br /&gt;
**[[Vehicle::getTimePositionInRecording|Vehicle::getTimePositionInRecording(p0)]]&lt;br /&gt;
**[[Vehicle::deleteMissionTrain|Vehicle::deleteMissionTrain(train)]]&lt;br /&gt;
**[[Vehicle::setAllLowPriorityVehicleGeneratorsActive|Vehicle::setAllLowPriorityVehicleGeneratorsActive(active)]]&lt;br /&gt;
**[[Vehicle::isAnyVehicleNearPoint|Vehicle::isAnyVehicleNearPoint(x, y, z, radius)]]&lt;br /&gt;
**[[Vehicle::pausePlaybackRecordedVehicle|Vehicle::pausePlaybackRecordedVehicle(p0)]]&lt;br /&gt;
**[[Vehicle::createMissionTrain|Vehicle::createMissionTrain(variation, x, y, z, direction)]]&lt;br /&gt;
**[[Vehicle::setPlaybackSpeed|Vehicle::setPlaybackSpeed(p0, speed)]]&lt;br /&gt;
**[[Vehicle::setPlaybackToUseAiTryToRevertBackLater|Vehicle::setPlaybackToUseAiTryToRevertBackLater(p0, p1, p2, p3)]]&lt;br /&gt;
**[[Vehicle::setVehicleShootAtTarget|Vehicle::setVehicleShootAtTarget(driver, entity, xTarget, yTarget, zTarget)]]&lt;br /&gt;
**[[Vehicle::preloadVehicleMod|Vehicle::preloadVehicleMod(p0, p1, p2)]]&lt;br /&gt;
**[[Vehicle::startPlaybackRecordedVehicleWithFlags|Vehicle::startPlaybackRecordedVehicleWithFlags(p0, p1, p2, p3, p4, p5)]]&lt;br /&gt;
**[[Vehicle::isCopVehicleInArea3d|Vehicle::isCopVehicleInArea3d(x1, x2, y1, y2, z1, z2)]]&lt;br /&gt;
**[[Vehicle::isThisModelACar|Vehicle::isThisModelACar(model)]]&lt;br /&gt;
**[[Vehicle::setRandomTrains|Vehicle::setRandomTrains(toggle)]]&lt;br /&gt;
**[[Vehicle::requestVehicleAsset|Vehicle::requestVehicleAsset(vehicleHash, vehicleAsset)]]&lt;br /&gt;
**[[Vehicle::removeVehicleStuckCheck|Vehicle::removeVehicleStuckCheck(p0)]]&lt;br /&gt;
**[[Vehicle::setRandomBoats|Vehicle::setRandomBoats(toggle)]]&lt;br /&gt;
**[[Vehicle::setCargobobHookPosition|Vehicle::setCargobobHookPosition(p0, p1, p2, p3)]]&lt;br /&gt;
**[[Vehicle::unpausePlaybackRecordedVehicle|Vehicle::unpausePlaybackRecordedVehicle(p0)]]&lt;br /&gt;
**[[Vehicle::getVehicleModelAcceleration|Vehicle::getVehicleModelAcceleration(modelHash)]]&lt;br /&gt;
**[[Vehicle::skipTimeInPlaybackRecordedVehicle|Vehicle::skipTimeInPlaybackRecordedVehicle(p0, p1)]]&lt;br /&gt;
**[[Vehicle::isThisModelAnEmergencyBoat|Vehicle::isThisModelAnEmergencyBoat(model)]]&lt;br /&gt;
**[[Vehicle::doesVehicleExistWithDecorator|Vehicle::doesVehicleExistWithDecorator(decorator)]]&lt;br /&gt;
**[[Vehicle::createScriptVehicleGenerator|Vehicle::createScriptVehicleGenerator(x, y, z, heading, p4, p5, modelHash, p7, p8, p9, p10, p11, p12, p13, p14, p15, p16)]]&lt;br /&gt;
**[[Vehicle::isThisModelAPlane|Vehicle::isThisModelAPlane(model)]]&lt;br /&gt;
**[[Vehicle::getNumModColors|Vehicle::getNumModColors(p0, p1)]]&lt;br /&gt;
**[[Vehicle::skipToEndAndStopPlaybackRecordedVehicle|Vehicle::skipToEndAndStopPlaybackRecordedVehicle(p0)]]&lt;br /&gt;
**[[Vehicle::isThisModelATrain|Vehicle::isThisModelATrain(model)]]&lt;br /&gt;
**[[Vehicle::removeVehicleAsset|Vehicle::removeVehicleAsset(vehicleAsset)]]&lt;br /&gt;
**[[Vehicle::isPlaybackUsingAiGoingOnForVehicle|Vehicle::isPlaybackUsingAiGoingOnForVehicle(p0)]]&lt;br /&gt;
**[[Vehicle::createVehicle|Vehicle::createVehicle(modelHash, x, y, z, heading, networkHandle, vehiclehandle)]]&lt;br /&gt;
**[[Vehicle::requestVehicleRecording|Vehicle::requestVehicleRecording(p0, p1)]]&lt;br /&gt;
**[[Vehicle::getDisplayNameFromVehicleModel|Vehicle::getDisplayNameFromVehicleModel(modelHash)]]&lt;br /&gt;
**[[Vehicle::setRandomVehicleDensityMultiplierThisFrame|Vehicle::setRandomVehicleDensityMultiplierThisFrame(multiplier)]]&lt;br /&gt;
**[[Vehicle::getRandomVehicleBackBumperInSphere|Vehicle::getRandomVehicleBackBumperInSphere(p0, p1, p2, p3, p4, p5, p6)]]&lt;br /&gt;
**[[Vehicle::isThisModelABike|Vehicle::isThisModelABike(model)]]&lt;br /&gt;
**[[Vehicle::setMissionTrainAsNoLongerNeeded|Vehicle::setMissionTrainAsNoLongerNeeded(train, p1)]]&lt;br /&gt;
**[[Vehicle::isThisModelABicycle|Vehicle::isThisModelABicycle(model)]]&lt;br /&gt;
**[[Vehicle::setAllVehicleGeneratorsActiveInArea|Vehicle::setAllVehicleGeneratorsActiveInArea(x1, y1, z1, x2, y2, z2, p6, p7)]]&lt;br /&gt;
**[[Vehicle::getRandomVehicleFrontBumperInSphere|Vehicle::getRandomVehicleFrontBumperInSphere(p0, p1, p2, p3, p4, p5, p6)]]&lt;br /&gt;
**[[Vehicle::setNumberOfParkedVehicles|Vehicle::setNumberOfParkedVehicles(value)]]&lt;br /&gt;
**[[Vehicle::isVehicleInGarageArea|Vehicle::isVehicleInGarageArea(garageName, vehicle)]]&lt;br /&gt;
**[[Vehicle::getPositionOfVehicleRecordingAtTime|Vehicle::getPositionOfVehicleRecordingAtTime(p0, p1, p2)]]&lt;br /&gt;
**[[Vehicle::setScriptVehicleGenerator|Vehicle::setScriptVehicleGenerator(vehicleGenerator, enabled)]]&lt;br /&gt;
**[[Vehicle::getVehicleClassMaxTraction|Vehicle::getVehicleClassMaxTraction(p0)]]&lt;br /&gt;
**[[Vehicle::getVehicleModelMaxBraking|Vehicle::getVehicleModelMaxBraking(modelHash)]]&lt;br /&gt;
**[[Vehicle::isThisModelAHeli|Vehicle::isThisModelAHeli(model)]]&lt;br /&gt;
**[[Vehicle::getVehicleClassFromName|Vehicle::getVehicleClassFromName(modelHash)]]&lt;br /&gt;
**[[Vehicle::setParkedVehicleDensityMultiplierThisFrame|Vehicle::setParkedVehicleDensityMultiplierThisFrame(multiplier)]]&lt;br /&gt;
**[[Vehicle::removeVehicleRecording|Vehicle::removeVehicleRecording(p0, p1)]]&lt;br /&gt;
**[[Vehicle::getVehicleModelMaxSpeed|Vehicle::getVehicleModelMaxSpeed(modelHash)]]&lt;br /&gt;
**[[Vehicle::disableVehicleWeapon|Vehicle::disableVehicleWeapon(disabled, weaponHash, vehicle, owner)]]&lt;br /&gt;
**[[Vehicle::doesScriptVehicleGeneratorExist|Vehicle::doesScriptVehicleGeneratorExist(vehicleGenerator)]]&lt;br /&gt;
**[[Vehicle::getClosestVehicle|Vehicle::getClosestVehicle(x, y, z, radius, modelHash, flags)]]&lt;br /&gt;
**[[Vehicle::displayDistantVehicles|Vehicle::displayDistantVehicles(toggle)]]&lt;br /&gt;
**[[Vehicle::switchTrainTrack|Vehicle::switchTrainTrack(intersectionId, state)]]&lt;br /&gt;
&lt;br /&gt;
==Water==&lt;br /&gt;
**[[Water::testVerticalProbeAgainstAllWater|Water::testVerticalProbeAgainstAllWater(x, y, z, p3, p4)]]&lt;br /&gt;
**[[Water::testProbeAgainstAllWater|Water::testProbeAgainstAllWater(p0, p1, p2, p3, p4, p5, p6, p7)]]&lt;br /&gt;
**[[Water::getWaterHeightNoWaves|Water::getWaterHeightNoWaves(x, y, z, height)]]&lt;br /&gt;
**[[Water::setWavesIntensity|Water::setWavesIntensity(intensity)]]&lt;br /&gt;
**[[Water::modifyWater|Water::modifyWater(x, y, radius, height)]]&lt;br /&gt;
**[[Water::getWaterHeight|Water::getWaterHeight(x, y, z, height)]]&lt;br /&gt;
**[[Water::testProbeAgainstWater|Water::testProbeAgainstWater(p0, p1, p2, p3, p4, p5, p6)]]&lt;br /&gt;
&lt;br /&gt;
==Weapon==&lt;br /&gt;
**[[Weapon::getWeaponComponentTypeModel|Weapon::getWeaponComponentTypeModel(componentHash)]]&lt;br /&gt;
**[[Weapon::giveWeaponComponentToWeaponObject|Weapon::giveWeaponComponentToWeaponObject(weaponObject, addonHash)]]&lt;br /&gt;
**[[Weapon::hasWeaponAssetLoaded|Weapon::hasWeaponAssetLoaded(weaponHash)]]&lt;br /&gt;
**[[Weapon::getWeaponDamageType|Weapon::getWeaponDamageType(weaponHash)]]&lt;br /&gt;
**[[Weapon::getWeapontypeSlot|Weapon::getWeapontypeSlot(weaponHash)]]&lt;br /&gt;
**[[Weapon::requestWeaponHighDetailModel|Weapon::requestWeaponHighDetailModel(weaponObject)]]&lt;br /&gt;
**[[Weapon::requestWeaponAsset|Weapon::requestWeaponAsset(weaponHash, p1, p2)]]&lt;br /&gt;
**[[Weapon::getWeaponClipSize|Weapon::getWeaponClipSize(weaponHash)]]&lt;br /&gt;
**[[Weapon::doesWeaponTakeWeaponComponent|Weapon::doesWeaponTakeWeaponComponent(weaponHash, componentHash)]]&lt;br /&gt;
**[[Weapon::getWeaponTintCount|Weapon::getWeaponTintCount(weaponHash)]]&lt;br /&gt;
**[[Weapon::hasVehicleGotProjectileAttached|Weapon::hasVehicleGotProjectileAttached(driver, vehicle, weapon, p3)]]&lt;br /&gt;
**[[Weapon::hasWeaponGotWeaponComponent|Weapon::hasWeaponGotWeaponComponent(weapon, addonHash)]]&lt;br /&gt;
**[[Weapon::isWeaponValid|Weapon::isWeaponValid(weaponHash)]]&lt;br /&gt;
**[[Weapon::createWeaponObject|Weapon::createWeaponObject(weaponHash, ammoCount, x, y, z, showWorldModel, heading, p7)]]&lt;br /&gt;
**[[Weapon::setPedAmmoToDrop|Weapon::setPedAmmoToDrop(p0, p1)]]&lt;br /&gt;
**[[Weapon::removeWeaponAsset|Weapon::removeWeaponAsset(weaponHash)]]&lt;br /&gt;
**[[Weapon::giveWeaponObjectToPed|Weapon::giveWeaponObjectToPed(weaponObject, ped)]]&lt;br /&gt;
**[[Weapon::getWeaponComponentHudStats|Weapon::getWeaponComponentHudStats(p0, p1)]]&lt;br /&gt;
**[[Weapon::canUseWeaponOnParachute|Weapon::canUseWeaponOnParachute(weaponHash)]]&lt;br /&gt;
**[[Weapon::getWeapontypeGroup|Weapon::getWeapontypeGroup(weaponHash)]]&lt;br /&gt;
**[[Weapon::enableLaserSightRendering|Weapon::enableLaserSightRendering(toggle)]]&lt;br /&gt;
**[[Weapon::getWeaponObjectTintIndex|Weapon::getWeaponObjectTintIndex(weapon)]]&lt;br /&gt;
**[[Weapon::setFlashLightFadeDistance|Weapon::setFlashLightFadeDistance(distance)]]&lt;br /&gt;
**[[Weapon::getWeaponHudStats|Weapon::getWeaponHudStats(p0, p1)]]&lt;br /&gt;
**[[Weapon::getWeapontypeModel|Weapon::getWeapontypeModel(weaponHash)]]&lt;br /&gt;
**[[Weapon::removeWeaponComponentFromWeaponObject|Weapon::removeWeaponComponentFromWeaponObject(p0, p1)]]&lt;br /&gt;
**[[Weapon::setWeaponObjectTintIndex|Weapon::setWeaponObjectTintIndex(weapon, tint)]]&lt;br /&gt;
**[[Weapon::removeAllProjectilesOfType|Weapon::removeAllProjectilesOfType(weaponHash, p1)]]&lt;br /&gt;
&lt;br /&gt;
==Worldprobe==&lt;br /&gt;
**[[Worldprobe::startShapeTestCapsule|Worldprobe::startShapeTestCapsule(x1, y1, z1, x2, y2, z2, radius, flags, entity, p9)]]&lt;br /&gt;
**[[Worldprobe::castRayPointToPoint|Worldprobe::castRayPointToPoint(x1, y1, z1, x2, y2, z2, flags, entity, p8)]]&lt;br /&gt;
**[[Worldprobe::getShapeTestResult|Worldprobe::getShapeTestResult(rayHandle, hit, endCoords, surfaceNormal, entityHit)]]&lt;br /&gt;
**[[Worldprobe::getShapeTestResultEx|Worldprobe::getShapeTestResultEx(rayHandle, hit, endCoords, surfaceNormal, _materialHash, entityHit)]]&lt;br /&gt;
**[[Worldprobe::startShapeTestLosProbe|Worldprobe::startShapeTestLosProbe(x1, y1, z1, x2, y2, z2, flags, entity, p8)]]&lt;br /&gt;
**[[Worldprobe::startShapeTestBox|Worldprobe::startShapeTestBox(x, y, z, x1, y2, z2, rotX, rotY, rotZ, p9, p10, entity, p12)]]&lt;br /&gt;
&lt;br /&gt;
==Zone==&lt;br /&gt;
**[[Zone::getZoneAtCoords|Zone::getZoneAtCoords(x, y, z)]]&lt;br /&gt;
**[[Zone::getZonePopschedule|Zone::getZonePopschedule(zoneId)]]&lt;br /&gt;
**[[Zone::clearPopscheduleOverrideVehicleModel|Zone::clearPopscheduleOverrideVehicleModel(scheduleId)]]&lt;br /&gt;
**[[Zone::getZoneScumminess|Zone::getZoneScumminess(zoneId)]]&lt;br /&gt;
**[[Zone::overridePopscheduleVehicleModel|Zone::overridePopscheduleVehicleModel(scheduleId, vehicleHash)]]&lt;br /&gt;
**[[Zone::getHashOfMapAreaAtCoords|Zone::getHashOfMapAreaAtCoords(x, y, z)]]&lt;br /&gt;
**[[Zone::getZoneFromNameId|Zone::getZoneFromNameId(zoneName)]]&lt;br /&gt;
**[[Zone::setZoneEnabled|Zone::setZoneEnabled(zoneId, toggle)]]&lt;br /&gt;
**[[Zone::getNameOfZone|Zone::getNameOfZone(x, y, z)]]&lt;br /&gt;
&lt;br /&gt;
==Game Globals==&lt;br /&gt;
**GameGlobals::app&lt;br /&gt;
**GameGlobals::audio&lt;br /&gt;
**GameGlobals::brain&lt;br /&gt;
**GameGlobals::cam&lt;br /&gt;
**GameGlobals::controls&lt;br /&gt;
**GameGlobals::cutscene&lt;br /&gt;
**GameGlobals::datafile&lt;br /&gt;
**GameGlobals::decisionevent&lt;br /&gt;
**GameGlobals::decorator&lt;br /&gt;
**GameGlobals::dlc1&lt;br /&gt;
**GameGlobals::dlc2&lt;br /&gt;
**GameGlobals::entity&lt;br /&gt;
**GameGlobals::fire&lt;br /&gt;
**GameGlobals::gameplay&lt;br /&gt;
**GameGlobals::graphics&lt;br /&gt;
**GameGlobals::interior&lt;br /&gt;
**GameGlobals::itemset&lt;br /&gt;
**GameGlobals::mobile&lt;br /&gt;
**GameGlobals::object&lt;br /&gt;
**GameGlobals::pathfind&lt;br /&gt;
**GameGlobals::ped&lt;br /&gt;
**GameGlobals::player&lt;br /&gt;
**GameGlobals::rope&lt;br /&gt;
**GameGlobals::script&lt;br /&gt;
**GameGlobals::stats&lt;br /&gt;
**GameGlobals::streaming&lt;br /&gt;
**GameGlobals::system&lt;br /&gt;
**GameGlobals::time&lt;br /&gt;
**GameGlobals::ui&lt;br /&gt;
**GameGlobals::unk&lt;br /&gt;
**GameGlobals::recorder&lt;br /&gt;
**GameGlobals::vehicle&lt;br /&gt;
**GameGlobals::water&lt;br /&gt;
**GameGlobals::weapon&lt;br /&gt;
**GameGlobals::worldprobe&lt;br /&gt;
**GameGlobals::zone&lt;/div&gt;</summary>
		<author><name>Modernb</name></author>
	</entry>
	<entry>
		<id>https://wiki.rage.mp/w/index.php?title=Server-side_functions&amp;diff=472</id>
		<title>Server-side functions</title>
		<link rel="alternate" type="text/html" href="https://wiki.rage.mp/w/index.php?title=Server-side_functions&amp;diff=472"/>
		<updated>2017-05-03T23:09:44Z</updated>

		<summary type="html">&lt;p&gt;Modernb: /* Colshape pool functions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Vector3 functions==&lt;br /&gt;
{{Vector3_functions}}&lt;br /&gt;
&lt;br /&gt;
==Event functions==&lt;br /&gt;
{{Event_functions}}&lt;br /&gt;
&lt;br /&gt;
==Player functions==&lt;br /&gt;
{{Player_block}}&lt;br /&gt;
&lt;br /&gt;
==Vehicle functions==&lt;br /&gt;
{{Vehicle_block}}&lt;br /&gt;
&lt;br /&gt;
==Object functions==&lt;br /&gt;
{{Object_block}}&lt;br /&gt;
&lt;br /&gt;
==Pickup functions==&lt;br /&gt;
{{Pickup_function}}&lt;br /&gt;
&lt;br /&gt;
==Blip functions==&lt;br /&gt;
{{Blip_function}}&lt;br /&gt;
&lt;br /&gt;
==Checkpoint functions==&lt;br /&gt;
{{Checkpoint_function}}&lt;br /&gt;
&lt;br /&gt;
==Marker functions==&lt;br /&gt;
{{Marker_function}}&lt;br /&gt;
&lt;br /&gt;
==Player pool functions==&lt;br /&gt;
{{PlayerPool_block}}&lt;br /&gt;
&lt;br /&gt;
==Colshape pool functions==&lt;br /&gt;
{{EntityPool_function}}&lt;br /&gt;
**[[Pool::shapeType]]&lt;br /&gt;
*Functions&lt;br /&gt;
**[[Colshapes::newCircle]]&lt;br /&gt;
**[[Colshapes::newSphere]]&lt;br /&gt;
**[[Colshapes::newTube]]&lt;br /&gt;
**[[Colshapes::newRectangle]]&lt;br /&gt;
**[[Colshapes::newCuboid]]&lt;br /&gt;
&lt;br /&gt;
==Entity pool functions==&lt;br /&gt;
{{EntityPool_function}}&lt;br /&gt;
&lt;br /&gt;
==Global functions==&lt;br /&gt;
{{Global_function}}&lt;br /&gt;
&lt;br /&gt;
[[ru:Server-side functions]]&lt;/div&gt;</summary>
		<author><name>Modernb</name></author>
	</entry>
	<entry>
		<id>https://wiki.rage.mp/w/index.php?title=PlayerStartExitVehicle&amp;diff=471</id>
		<title>PlayerStartExitVehicle</title>
		<link rel="alternate" type="text/html" href="https://wiki.rage.mp/w/index.php?title=PlayerStartExitVehicle&amp;diff=471"/>
		<updated>2017-05-03T23:04:39Z</updated>

		<summary type="html">&lt;p&gt;Modernb: /* Parameters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Parameters==&lt;br /&gt;
* &#039;&#039;&#039;player&#039;&#039;&#039; - player, which left car&lt;br /&gt;
==Example==&lt;br /&gt;
&amp;lt;div class=&amp;quot;header&amp;quot; style=&amp;quot;background-color: #E4F1FE; color: #4183D7; width: 100%; border: 2px solid #81CFE0;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin: 4px 0px 4px 10px;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Server-side&amp;lt;/b&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;content&amp;quot; style=&amp;quot;background-color: #E4F1FE; color: #4183D7; width: 100%; border: 2px solid #81CFE0; display: flex; justify-content: center; align-items: center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;javascript&amp;quot; style=&amp;quot;width: 98%; background-color: #E4F1FE;&amp;quot;&amp;gt;&lt;br /&gt;
function playerExitVehicle(player) {&lt;br /&gt;
   const playerName = player.name&lt;br /&gt;
   const srt = playerName + &amp;quot; left the car&amp;quot;&lt;br /&gt;
   mp.players.broadcast(str)&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
mp.events.add(&amp;quot;playerExitVehicle&amp;quot;, playerExitVehicle);&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Modernb</name></author>
	</entry>
	<entry>
		<id>https://wiki.rage.mp/w/index.php?title=PlayerStartExitVehicle&amp;diff=470</id>
		<title>PlayerStartExitVehicle</title>
		<link rel="alternate" type="text/html" href="https://wiki.rage.mp/w/index.php?title=PlayerStartExitVehicle&amp;diff=470"/>
		<updated>2017-05-03T23:02:35Z</updated>

		<summary type="html">&lt;p&gt;Modernb: /* Parameters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Parameters==&lt;br /&gt;
* &#039;&#039;&#039;player&#039;&#039;&#039; - player, which left car&lt;/div&gt;</summary>
		<author><name>Modernb</name></author>
	</entry>
	<entry>
		<id>https://wiki.rage.mp/w/index.php?title=PlayerStartExitVehicle&amp;diff=469</id>
		<title>PlayerStartExitVehicle</title>
		<link rel="alternate" type="text/html" href="https://wiki.rage.mp/w/index.php?title=PlayerStartExitVehicle&amp;diff=469"/>
		<updated>2017-05-03T23:00:54Z</updated>

		<summary type="html">&lt;p&gt;Modernb: Created page with &amp;quot;==Parameters== * &amp;#039;&amp;#039;&amp;#039;player&amp;#039;&amp;#039;&amp;#039; - player, which left car * &amp;#039;&amp;#039;&amp;#039;vehicle&amp;#039;&amp;#039;&amp;#039; - vehicle&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Parameters==&lt;br /&gt;
* &#039;&#039;&#039;player&#039;&#039;&#039; - player, which left car&lt;br /&gt;
* &#039;&#039;&#039;vehicle&#039;&#039;&#039; - vehicle&lt;/div&gt;</summary>
		<author><name>Modernb</name></author>
	</entry>
</feed>