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	<id>https://wiki.rage.mp/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Mos</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=Mos"/>
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	<updated>2026-08-08T02:44:50Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.40.0</generator>
	<entry>
		<id>https://wiki.rage.mp/w/index.php?title=Object::setPhysicsParams&amp;diff=27502</id>
		<title>Object::setPhysicsParams</title>
		<link rel="alternate" type="text/html" href="https://wiki.rage.mp/w/index.php?title=Object::setPhysicsParams&amp;diff=27502"/>
		<updated>2025-12-12T23:18:30Z</updated>

		<summary type="html">&lt;p&gt;Mos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Mass/weight units unknown&amp;lt;br&amp;gt;Buoyancy affects how much the object floats. set to at least 2.0f to make an object float&lt;br /&gt;
==Syntax==&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;javascript&amp;quot;&amp;gt;object.setPhysicsParams(mass, gravityFactor, linearC, linearV, linearV2, angularC, angularV, angularV2, p9, maxAngSpeed, buoyancyFactor);&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
=== Required Arguments ===&lt;br /&gt;
*&#039;&#039;&#039;mass:&#039;&#039;&#039; float&lt;br /&gt;
*&#039;&#039;&#039;gravityFactor:&#039;&#039;&#039; float&lt;br /&gt;
*&#039;&#039;&#039;linearC:&#039;&#039;&#039; float&lt;br /&gt;
*&#039;&#039;&#039;linearV:&#039;&#039;&#039; float&lt;br /&gt;
*&#039;&#039;&#039;linearV2:&#039;&#039;&#039; float&lt;br /&gt;
*&#039;&#039;&#039;angularC:&#039;&#039;&#039; float&lt;br /&gt;
*&#039;&#039;&#039;angularV:&#039;&#039;&#039; float&lt;br /&gt;
*&#039;&#039;&#039;angularV2:&#039;&#039;&#039; float&lt;br /&gt;
*&#039;&#039;&#039;p9:&#039;&#039;&#039; float&lt;br /&gt;
*&#039;&#039;&#039;maxAngSpeed:&#039;&#039;&#039; float&lt;br /&gt;
*&#039;&#039;&#039;buoyancyFactor:&#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;
{{Object_function_c}}&lt;br /&gt;
[[Category:Clientside API]]&lt;br /&gt;
[[Category:TODO: Example]]&lt;/div&gt;</summary>
		<author><name>Mos</name></author>
	</entry>
	<entry>
		<id>https://wiki.rage.mp/w/index.php?title=Events::callRemote&amp;diff=27501</id>
		<title>Events::callRemote</title>
		<link rel="alternate" type="text/html" href="https://wiki.rage.mp/w/index.php?title=Events::callRemote&amp;diff=27501"/>
		<updated>2025-11-01T19:54:08Z</updated>

		<summary type="html">&lt;p&gt;Mos: Added 8kb limit note&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This function is used to call a server-side event from a client-side script.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE&#039;&#039;&#039;: If you&#039;re calling a server-side event, the first parameter of that server-side event will be your player object that gets sent automatically.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; payload is limited to 8192 bytes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;{{ClientsideCsJsFunction}}&lt;br /&gt;
&lt;br /&gt;
{{CSharpContainer|&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
RAGE.Events.CallRemote(string eventName, params object[] args);&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Parameters}}&lt;br /&gt;
* &#039;&#039;&#039;eventName&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;args&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{JSContainer|&lt;br /&gt;
==Syntax==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
mp.events.callRemote(String eventName [, ...args])&lt;br /&gt;
&amp;lt;/pre&amp;gt; &lt;br /&gt;
&lt;br /&gt;
=== Parameters ===&lt;br /&gt;
*&#039;&#039;&#039;eventName&#039;&#039;&#039;: {{RageType|String}}&lt;br /&gt;
*&#039;&#039;&#039;args&#039;&#039;&#039;: {{RageType|Any}}&lt;br /&gt;
&lt;br /&gt;
==Example== &lt;br /&gt;
This example will call the server-side event, from the client-side script, to see if the player screen size is not 1280x1024.&lt;br /&gt;
&lt;br /&gt;
{{ClientsideCode|&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
mp.events.add(&amp;quot;playerReady&amp;quot;, () =&amp;gt; {&lt;br /&gt;
    let res = mp.game.graphics.getScreenActiveResolution(x, y);&lt;br /&gt;
	&lt;br /&gt;
    if (!((res.x == 1280) &amp;amp;&amp;amp; (res.y == 1024))) {&lt;br /&gt;
        mp.events.callRemote(&amp;quot;kickMeImBad&amp;quot;, res.x, res.y);&lt;br /&gt;
    };&lt;br /&gt;
});&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ServersideCode|&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
mp.events.add(&amp;quot;kickMeImBad&amp;quot;, (player, sx, sy) =&amp;gt; {&lt;br /&gt;
    console.log(`${player.name} bad boy :c, his screen size ${sx}x${sy}`);&lt;br /&gt;
	player.kick();&lt;br /&gt;
});&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
==See Also==&lt;br /&gt;
{{Event_functions}}&lt;/div&gt;</summary>
		<author><name>Mos</name></author>
	</entry>
	<entry>
		<id>https://wiki.rage.mp/w/index.php?title=Events::callRemote&amp;diff=27500</id>
		<title>Events::callRemote</title>
		<link rel="alternate" type="text/html" href="https://wiki.rage.mp/w/index.php?title=Events::callRemote&amp;diff=27500"/>
		<updated>2025-11-01T19:53:48Z</updated>

		<summary type="html">&lt;p&gt;Mos: Added 8kb limit not&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This function is used to call a server-side event from a client-side script.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE&#039;&#039;&#039;: If you&#039;re calling a server-side event, the first parameter of that server-side event will be your player object that gets sent automatically.&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; payload is limited to 8192 bytes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;{{ClientsideCsJsFunction}}&lt;br /&gt;
&lt;br /&gt;
{{CSharpContainer|&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
RAGE.Events.CallRemote(string eventName, params object[] args);&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Parameters}}&lt;br /&gt;
* &#039;&#039;&#039;eventName&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;args&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{JSContainer|&lt;br /&gt;
==Syntax==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
mp.events.callRemote(String eventName [, ...args])&lt;br /&gt;
&amp;lt;/pre&amp;gt; &lt;br /&gt;
&lt;br /&gt;
=== Parameters ===&lt;br /&gt;
*&#039;&#039;&#039;eventName&#039;&#039;&#039;: {{RageType|String}}&lt;br /&gt;
*&#039;&#039;&#039;args&#039;&#039;&#039;: {{RageType|Any}}&lt;br /&gt;
&lt;br /&gt;
==Example== &lt;br /&gt;
This example will call the server-side event, from the client-side script, to see if the player screen size is not 1280x1024.&lt;br /&gt;
&lt;br /&gt;
{{ClientsideCode|&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
mp.events.add(&amp;quot;playerReady&amp;quot;, () =&amp;gt; {&lt;br /&gt;
    let res = mp.game.graphics.getScreenActiveResolution(x, y);&lt;br /&gt;
	&lt;br /&gt;
    if (!((res.x == 1280) &amp;amp;&amp;amp; (res.y == 1024))) {&lt;br /&gt;
        mp.events.callRemote(&amp;quot;kickMeImBad&amp;quot;, res.x, res.y);&lt;br /&gt;
    };&lt;br /&gt;
});&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ServersideCode|&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
mp.events.add(&amp;quot;kickMeImBad&amp;quot;, (player, sx, sy) =&amp;gt; {&lt;br /&gt;
    console.log(`${player.name} bad boy :c, his screen size ${sx}x${sy}`);&lt;br /&gt;
	player.kick();&lt;br /&gt;
});&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
==See Also==&lt;br /&gt;
{{Event_functions}}&lt;/div&gt;</summary>
		<author><name>Mos</name></author>
	</entry>
	<entry>
		<id>https://wiki.rage.mp/w/index.php?title=Player::call&amp;diff=27499</id>
		<title>Player::call</title>
		<link rel="alternate" type="text/html" href="https://wiki.rage.mp/w/index.php?title=Player::call&amp;diff=27499"/>
		<updated>2025-11-01T19:52:43Z</updated>

		<summary type="html">&lt;p&gt;Mos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JSContainer|&lt;br /&gt;
&#039;&#039;&#039;FROM SERVER&#039;&#039;&#039;: &lt;br /&gt;
*This function calls a client-side event for the selected player.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FROM CLIENT&#039;&#039;&#039;: &lt;br /&gt;
*For Peer 2 Peer connections. The current client can call an event on another client&#039;s scriptside and that other client can handle that event.&lt;br /&gt;
&lt;br /&gt;
===Required Params===&lt;br /&gt;
*&#039;&#039;&#039;eventName:&#039;&#039;&#039; {{RageType|string}} - the event name that will be called&lt;br /&gt;
*&#039;&#039;&#039;args:&#039;&#039;&#039; {{RageType|Array[]}} - Any arguments, what should be sent to client. Supports entities, strings, numbers and booleans. (Objects and Arrays should be packed to JSON format.)&lt;br /&gt;
&lt;br /&gt;
===Return value===&lt;br /&gt;
*&#039;&#039;&#039; {{RageType|void}} &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; payload is limited to 8192 bytes.&lt;br /&gt;
==Syntax==&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;javascript&amp;quot;&amp;gt;&lt;br /&gt;
player.call(eventName, ...args);&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
Register the event that you want to call in client-side using [[Events::add|mp.events.add]]&lt;br /&gt;
{{ClientsideCode|&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;javascript&amp;quot;&amp;gt;&lt;br /&gt;
mp.events.add(&#039;setPlayerConfigFlag&#039;, (flag, enable) =&amp;gt; {&lt;br /&gt;
    mp.players.local.setConfigFlag(flag, enable);&lt;br /&gt;
})&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Here we create a function that will call &#039;setPlayerConfigFlag&#039; event and it will set the given player a given config flag.&lt;br /&gt;
{{ServersideCode|&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;javascript&amp;quot;&amp;gt;&lt;br /&gt;
function setPlayerConfigFlag(id, flag, enable) {&lt;br /&gt;
    const player = mp.players.at(id); //Find player with ID 1337;&lt;br /&gt;
    if (!player || !mp.players.exists(player)) return; //Do nothing if no player was found&lt;br /&gt;
    player.call(&amp;quot;setPlayerConfigFlag&amp;quot;, [flag, enable]);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
setPlayerConfigFlag(1337, 18, true); //enable can punch flag for player id 1337&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
==See also==&lt;br /&gt;
{{Player_block}}&lt;/div&gt;</summary>
		<author><name>Mos</name></author>
	</entry>
	<entry>
		<id>https://wiki.rage.mp/w/index.php?title=Player::setHeadOverlay&amp;diff=27498</id>
		<title>Player::setHeadOverlay</title>
		<link rel="alternate" type="text/html" href="https://wiki.rage.mp/w/index.php?title=Player::setHeadOverlay&amp;diff=27498"/>
		<updated>2025-10-21T05:49:00Z</updated>

		<summary type="html">&lt;p&gt;Mos: Linked to makeup colors page&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;&lt;br /&gt;
First and second color you can take in the list of hair colors.&amp;lt;br&amp;gt;&lt;br /&gt;
List of colors: https://wiki.rage.mp/wiki/Makeup_Colors&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
&lt;br /&gt;
| OverlayID &lt;br /&gt;
| Part                  &lt;br /&gt;
| Index&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 0&lt;br /&gt;
| Blemishes     &lt;br /&gt;
| 0-23&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 1&lt;br /&gt;
| Facial Hair&lt;br /&gt;
| 0-28  &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 2&lt;br /&gt;
| Eyebrows  &lt;br /&gt;
| 0-33&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 3&lt;br /&gt;
| Ageing&lt;br /&gt;
| 0-14&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 4&lt;br /&gt;
| Makeup&lt;br /&gt;
| 0-74&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 5&lt;br /&gt;
| Blush&lt;br /&gt;
| 0-32&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 6&lt;br /&gt;
| Complexion&lt;br /&gt;
| 0-11&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 7&lt;br /&gt;
| Sun Damage&lt;br /&gt;
| 0-10&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 8&lt;br /&gt;
| Lipstick&lt;br /&gt;
| 0-9&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| 9&lt;br /&gt;
| Moles/Freckles&lt;br /&gt;
| 0-17&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| 10&lt;br /&gt;
| Chest Hair&lt;br /&gt;
| 0-16&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| 11&lt;br /&gt;
| Body Blemishes&lt;br /&gt;
| 0-11&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 12&lt;br /&gt;
| Add Body Blemishes&lt;br /&gt;
| 0-1&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;To disable any overlay use 255 as index.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Syntax==&lt;br /&gt;
{{ClientsideCode|&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
player.setHeadOverlay(overlayID, index, opacity, firstColor, secondColor);&lt;br /&gt;
&lt;br /&gt;
// The variation of this function for peds (mp.peds) does not take values to set the overlay color. It uses the syntax used in the native.&lt;br /&gt;
ped.setHeadOverlay(overlayID, index, opacity);&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ServersideCode|&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
player.setHeadOverlay(overlayID, [index, opacity, firstColor, secondColor]);&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&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;
*&#039;&#039;&#039;firstColor:&#039;&#039;&#039; int&lt;br /&gt;
*&#039;&#039;&#039;secondColor:&#039;&#039;&#039; int&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;cs&amp;quot;&amp;gt;&lt;br /&gt;
C# Serverside Example&lt;br /&gt;
&lt;br /&gt;
 private static readonly string[] headOverlayNames = { &amp;quot;blemishes&amp;quot;, &amp;quot;facialHair&amp;quot;, &amp;quot;eyebrows&amp;quot;, &amp;quot;ageing&amp;quot;, &amp;quot;makeup&amp;quot;, &amp;quot;blush&amp;quot;, &amp;quot;complexion&amp;quot;, &amp;quot;sunDamage&amp;quot;, &amp;quot;lipstick&amp;quot;, &amp;quot;molesFreckles&amp;quot;, &amp;quot;chestHair&amp;quot;, &amp;quot;bodyBlemishes&amp;quot;, &amp;quot;addBodyBlemishes&amp;quot; };&lt;br /&gt;
&lt;br /&gt;
private static HeadOverlay CreateHeadOverlay(Byte index, Byte color, Byte secondaryColor, float opacity)&lt;br /&gt;
{&lt;br /&gt;
    return new HeadOverlay&lt;br /&gt;
    {&lt;br /&gt;
       Index = index,&lt;br /&gt;
       Color = color,&lt;br /&gt;
       SecondaryColor = secondaryColor,&lt;br /&gt;
       Opacity = opacity&lt;br /&gt;
    };&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
[Command(&amp;quot;beard&amp;quot;)]&lt;br /&gt;
public void Beard(Client c, byte Index, byte Color, byte SeconardyColor, byte Opacity)&lt;br /&gt;
{&lt;br /&gt;
    Dictionary&amp;lt;int, HeadOverlay&amp;gt; headOverlays = new Dictionary&amp;lt;int, HeadOverlay&amp;gt;();&lt;br /&gt;
    headOverlays.Add(1, CreateHeadOverlay((byte)Index, (byte)Color, (byte)SeconardyColor, (byte)Opacity));&lt;br /&gt;
    c.SetHeadOverlay(1, headOverlays[1]);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
Testexamples use Command:&lt;br /&gt;
beard 1 0 0 1 = Set beard 1 with PrimaryColor 0 SecondardyColor 0 and opacity 1 (use opacity 0 for invisible, 1 for full visible)&lt;br /&gt;
beard 2 22 0 1 = Set beard 1 with PrimaryColor 22(red) SecondardyColor 0 and opacity 1 (use opacity 0 for invisible, 1 for full visible)&lt;br /&gt;
Restriction: Command can just handle 0, 1 on opacity but it is a byte and can have a value from 0.0 - 1.0 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Player_function_c}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Appearance]]&lt;br /&gt;
[[Category:Clientside API]]&lt;br /&gt;
[[Category:TODO: Example]]&lt;br /&gt;
[[Category:Server-side Function]]&lt;br /&gt;
[[Category:Client-side Function]]&lt;/div&gt;</summary>
		<author><name>Mos</name></author>
	</entry>
	<entry>
		<id>https://wiki.rage.mp/w/index.php?title=Gameplay::setWeatherTypeTransition&amp;diff=21078</id>
		<title>Gameplay::setWeatherTypeTransition</title>
		<link rel="alternate" type="text/html" href="https://wiki.rage.mp/w/index.php?title=Gameplay::setWeatherTypeTransition&amp;diff=21078"/>
		<updated>2021-09-22T15:42:23Z</updated>

		<summary type="html">&lt;p&gt;Mos: /* Required Arguments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;PNWParksFan 2017-02-18:&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Mixes two weather types. If percentWeather2 is set to 0.0f, then the weather will be entirely of weatherType1, if it is set to 1.0f it will be entirely of weatherType2. If it&#039;s set somewhere in between, there will be a mixture of weather behaviors. To test, try this in the RPH console, and change the float to different values between 0 and 1:&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;execute &#039;NativeFunction.Natives.x578C752848ECFA0C(Game.GetHashKey(&#039;&#039;RAIN&#039;&#039;), Game.GetHashKey(&#039;&#039;SMOG&#039;&#039;), 0.50f);&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Note that unlike most of the other weather natives, this native takes the hash of the weather name, not the plain string. These are the weather names and their hashes:&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;CLEAR	0x36A83D84&amp;lt;br&amp;gt;EXTRASUNNY	0x97AA0A79&amp;lt;br&amp;gt;CLOUDS	0x30FDAF5C&amp;lt;br&amp;gt;OVERCAST	0xBB898D2D&amp;lt;br&amp;gt;RAIN	0x54A69840&amp;lt;br&amp;gt;CLEARING	0x6DB1A50D&amp;lt;br&amp;gt;THUNDER	0xB677829F&amp;lt;br&amp;gt;SMOG	0x10DCF4B5&amp;lt;br&amp;gt;FOGGY	0xAE737644&amp;lt;br&amp;gt;XMAS	0xAAC9C895&amp;lt;br&amp;gt;SNOWLIGHT	0x23FB812B&amp;lt;br&amp;gt;BLIZZARD	0x27EA2814&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;/* OLD INVALID INFO BELOW */&amp;lt;br&amp;gt;Not tested. Based purely on disassembly. Instantly sets the weather to sourceWeather, then transitions to targetWeather over the specified transitionTime in seconds.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If an invalid hash is specified for sourceWeather, the current weather type will be used.&amp;lt;br&amp;gt;If an invalid hash is specified for targetWeather, the next weather type will be used.&amp;lt;br&amp;gt;If an invalid hash is specified for both sourceWeather and targetWeather, the function just changes the transition time of the current transition.&lt;br /&gt;
==Syntax==&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;javascript&amp;quot;&amp;gt;mp.game.gameplay.setWeatherTypeTransition(sourceWeather, targetWeather, transitionTime);&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
=== Required Arguments ===&lt;br /&gt;
*&#039;&#039;&#039;sourceWeather:&#039;&#039;&#039; Model hash or name&lt;br /&gt;
*&#039;&#039;&#039;targetWeather:&#039;&#039;&#039; Model hash or name&lt;br /&gt;
*&#039;&#039;&#039;transitionPercent:&#039;&#039;&#039; float&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;
{{Gameplay_s_function_c}}&lt;br /&gt;
[[Category:Clientside API]]&lt;br /&gt;
[[Category:TODO: Example]]&lt;/div&gt;</summary>
		<author><name>Mos</name></author>
	</entry>
	<entry>
		<id>https://wiki.rage.mp/w/index.php?title=Weapon::createWeaponObject&amp;diff=21056</id>
		<title>Weapon::createWeaponObject</title>
		<link rel="alternate" type="text/html" href="https://wiki.rage.mp/w/index.php?title=Weapon::createWeaponObject&amp;diff=21056"/>
		<updated>2021-09-09T10:25:20Z</updated>

		<summary type="html">&lt;p&gt;Mos: /* Return value */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Now has 8 params.&lt;br /&gt;
==Syntax==&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;javascript&amp;quot;&amp;gt;mp.game.weapon.createWeaponObject(weaponHash, ammoCount, x, y, z, showWorldModel, scale, p7);&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
=== Required Arguments ===&lt;br /&gt;
*&#039;&#039;&#039;weaponHash:&#039;&#039;&#039; Model hash or name&lt;br /&gt;
*&#039;&#039;&#039;ammoCount:&#039;&#039;&#039; int&lt;br /&gt;
*&#039;&#039;&#039;x:&#039;&#039;&#039; float&lt;br /&gt;
*&#039;&#039;&#039;y:&#039;&#039;&#039; float&lt;br /&gt;
*&#039;&#039;&#039;z:&#039;&#039;&#039; float&lt;br /&gt;
*&#039;&#039;&#039;showWorldModel:&#039;&#039;&#039; Boolean&lt;br /&gt;
*&#039;&#039;&#039;scale:&#039;&#039;&#039; float&lt;br /&gt;
*&#039;&#039;&#039;p7:&#039;&#039;&#039; unknown (to be checked)&lt;br /&gt;
===Return value===&lt;br /&gt;
*&#039;&#039;&#039;Object handle&#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;
{{Weapon_s_function_c}}&lt;br /&gt;
[[Category:Clientside API]]&lt;br /&gt;
[[Category:TODO: Example]]&lt;/div&gt;</summary>
		<author><name>Mos</name></author>
	</entry>
	<entry>
		<id>https://wiki.rage.mp/w/index.php?title=Server_settings&amp;diff=20151</id>
		<title>Server settings</title>
		<link rel="alternate" type="text/html" href="https://wiki.rage.mp/w/index.php?title=Server_settings&amp;diff=20151"/>
		<updated>2020-12-04T12:52:09Z</updated>

		<summary type="html">&lt;p&gt;Mos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* &#039;&#039;&#039;conf.json -&#039;&#039;&#039; is a configuration file which allows you manage your server easily.&lt;br /&gt;
&lt;br /&gt;
== Settings ==&lt;br /&gt;
The following table will explain the use of the following settings:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Setting !! Default value !! Description&lt;br /&gt;
|-&lt;br /&gt;
| announce || false || Announce to the master server so people can see you in their server browser.&lt;br /&gt;
|-&lt;br /&gt;
| bind|| 127.0.0.1 || The IP to listen to.&lt;br /&gt;
|-&lt;br /&gt;
| gamemode|| Freeroam || The server&#039;s gamemode. [[gamemodes|List of valid gamemodes]]&lt;br /&gt;
|-&lt;br /&gt;
| encryption|| false|| Whether the connection to the server will be encrypted or not.&lt;br /&gt;
|-&lt;br /&gt;
| maxplayers || 100 || Maximum number of players your server will hold.&lt;br /&gt;
|-&lt;br /&gt;
| name || RAGE:MP Unofficial server || Server name that will be displayed to the master server. Use [] for tags. Eg. &amp;quot;Beast [Serious Roleplay]&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| stream-distance || 500.0 || The distance on the X,Y plane which server entities will stream in for connected players.&lt;br /&gt;
|-&lt;br /&gt;
| port || 22005 || The port that the server will use. The server uses both UDP and TCP protocols.&amp;lt;br/&amp;gt;The port after that one (&#039;&#039;port + 1&#039;&#039;, so 22006 by default) will be used for the HTTP server that hosts the client packages for the clients to download from.&lt;br /&gt;
|-&lt;br /&gt;
| disallow-multiple-connections-per-ip|| false|| Allows (false) or disallows (true) multiple players to connect from the same IP address&lt;br /&gt;
|-&lt;br /&gt;
| limit-time-of-connections-per-ip|| 0|| Maximum time a player can try to reconnect before getting timeout&lt;br /&gt;
|-&lt;br /&gt;
| url|| || Website URL. Must be a valid URL. Truncated to 20 characters in [https://rage.mp/masterlist RAGE:MP Master List Web] (shows fine in RAGE:MP client).&lt;br /&gt;
|-&lt;br /&gt;
| language|| en || Server&#039;s language (needs to be a string, example: &amp;quot;language&amp;quot;: &amp;quot;en&amp;quot;) &lt;br /&gt;
|-&lt;br /&gt;
| sync-rate|| 40|| This number indicates how many times per second the server has to synchronize its entities&lt;br /&gt;
|-&lt;br /&gt;
| resource-scan-thread-limit|| || Indicates the maximum number of threads used for resource scanning&lt;br /&gt;
|-&lt;br /&gt;
| max-ping|| || Maximum Ping accepted for the server&lt;br /&gt;
|-&lt;br /&gt;
| min-fps|| || Minimum FPS required for the server&lt;br /&gt;
|-&lt;br /&gt;
| max-packet-loss|| || Maximum Packet loss accepted in the server&lt;br /&gt;
|-&lt;br /&gt;
| allow-cef-debugging || || Whether the client can (true) or not (false) debug the server&#039;s CEF pages&lt;br /&gt;
|-&lt;br /&gt;
| enable-nodejs || true || Enables NodeJS serverside&lt;br /&gt;
|-&lt;br /&gt;
| csharp || disabled||  If your server will be using the C# bridge plugin set it to true, else don&#039;t add this line&lt;br /&gt;
|-&lt;br /&gt;
| enable-http-security|| false||  When set to true, enables an extra security layer to avoid the server being flooded by fake HTTP requests&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| voice-chat || || boolean true / false&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| allow-voice-chat-input || || (only available via registry at the moment); default value: 1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| voice-chat-sample-rate || || allowed values are 8000, 16000, 24000, 48000&lt;br /&gt;
|-&lt;br /&gt;
| fastdl-host || || String URL, this parameter specifies the external URL from which clients will be able to download needed clientside packages.&amp;lt;br /&amp;gt;Otherwise they will download them directly from the server.&lt;br /&gt;
|-&lt;br /&gt;
| server-side-weapons-only-mode ||  true || boolean true / false, if it&#039;s set to true, clientside created wont be synced only if they got created serverside (available with RAGE 1.1+)&lt;br /&gt;
|-&lt;br /&gt;
| api-threading-debugging ||  false || If set to true, it&#039;ll report every single usage of the API out of proper thread. Use it only for debugging since it adds some CPU overhead. (available with RAGE 1.1+)&lt;br /&gt;
|-&lt;br /&gt;
| fqdn ||  || string, e.g. &amp;quot;fqdn&amp;quot;: &amp;quot;game-srv.rage.mp&amp;quot;. Thanks to this option your players won&#039;t notice any server IP change, including the re-utilisation of downloaded packages.&lt;br /&gt;
|-&lt;br /&gt;
| resources-compression-level || 1 || Use 0 for local server, or a higher value for bandwidth optimisation. -9 for fast compression (available with RAGE 1.1+)&lt;br /&gt;
|-&lt;br /&gt;
| node-commandline-flags ||  || e.g. &amp;quot;node-commandline-flags&amp;quot;: &amp;quot;--inspect&amp;quot; (available with RAGE 1.1+)&lt;br /&gt;
|-&lt;br /&gt;
| synchronization-extrapolation-multiplier || 0.0 || enables vehicle synchronization prediction disabling possible latency offset (available with RAGE 1.1+, enabled by default with 1.0 value in 0.3.7)&lt;br /&gt;
|-&lt;br /&gt;
| http-threads || 50 || Specifies how many concurrent connections will be handled at the same time, the rest will be queued (Increasing this number will increase bandwidth usage)&lt;br /&gt;
|-&lt;br /&gt;
| trigger-compression-logging || false || Log compression rates of all outgoing client event triggers with the dictionary the server has been initialized with (available with RAGE 1.1+)&lt;br /&gt;
|-&lt;br /&gt;
| trigger-compression-training || false || Dictionary training, takes data from all of your triggers and flushes it to the file specified at &amp;quot;trigger-compression-dictionary&amp;quot; at every 20th trigger. TIP: You can train it without joining using &amp;quot;mp.players.call&amp;quot; (available with RAGE 1.1+)&lt;br /&gt;
|-&lt;br /&gt;
| trigger-compression-dictionary ||  || File to load/save compression dictionary (available with RAGE 1.1+)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| create-fastdl-snapshot || false || Generates client packages files to a folder to be downloadable and used with FastDL&lt;br /&gt;
|-&lt;br /&gt;
| disable-client-packages-ram-cache || false || Doesn&#039;t cache resources in memory (for only un-encrypted files with DISABLE_ENCRYPTION_LIST file) and instead streams it from storage &lt;br /&gt;
|-&lt;br /&gt;
| client-packages-shared-folder || || Enables you to use the same client resources across different servers (i guess) (FQDN must be a subdomain of shared folder name, e.g. foo.domain.com, bar.domain.com =&amp;gt; domain.com)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sample file ==&lt;br /&gt;
&lt;br /&gt;
This is an example of &#039;&#039;&#039;conf.json&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;javascript&amp;quot;&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
    &amp;quot;announce&amp;quot;: false,&lt;br /&gt;
    &amp;quot;bind&amp;quot;: &amp;quot;127.0.0.1&amp;quot;,&lt;br /&gt;
    &amp;quot;gamemode&amp;quot;: &amp;quot;freeroam&amp;quot;, &lt;br /&gt;
    &amp;quot;name&amp;quot;: &amp;quot;RAGE:MP Unofficial server [Tag]&amp;quot;, &lt;br /&gt;
    &amp;quot;maxplayers&amp;quot;: 100,&lt;br /&gt;
    &amp;quot;port&amp;quot;: 22005,&lt;br /&gt;
    &amp;quot;stream-distance&amp;quot;: 500.0&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
[[Category:Reference]]&lt;/div&gt;</summary>
		<author><name>Mos</name></author>
	</entry>
	<entry>
		<id>https://wiki.rage.mp/w/index.php?title=Rope::addRope&amp;diff=20090</id>
		<title>Rope::addRope</title>
		<link rel="alternate" type="text/html" href="https://wiki.rage.mp/w/index.php?title=Rope::addRope&amp;diff=20090"/>
		<updated>2020-10-31T03:55:54Z</updated>

		<summary type="html">&lt;p&gt;Mos: /* Required Arguments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Creates a rope at the specific position, that extends in the specified direction when not attached to any entities.&amp;lt;br&amp;gt;__&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Add_Rope(pos.x,pos.y,pos.z,0.0,0.0,0.0,20.0,4,20.0,1.0,0.0,false,false,false,5.0,false,NULL)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;When attached, Position&amp;amp;lt;vector&amp;amp;gt; does not matter&amp;lt;br&amp;gt;When attached, Angle&amp;amp;lt;vector&amp;amp;gt; does not matter&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Rope Type:&amp;lt;br&amp;gt;4 and bellow is a thick rope&amp;lt;br&amp;gt;5 and up are small metal wires&amp;lt;br&amp;gt;0 crashes the game&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Max_length - Rope is forced to this length, generally best to keep this the same as your rope length.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Rigid - If max length is zero, and this is set to false the rope will become rigid (it will force a specific distance, what ever length is, between the objects).&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;breakable - Whether or not shooting the rope will break it.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;unkPtr - unknown ptr, always 0 in orig scripts&amp;lt;br&amp;gt;__&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Lengths can be calculated like so:&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;float distance = abs(x1 - x2) + abs(y1 - y2) + abs(z1 - z2); // Rope length&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;NOTES:&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Rope does NOT interact with anything you attach it to, in some cases it make interact with the world AFTER it breaks (seems to occur if you set the type to -1).&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Rope will sometimes contract and fall to the ground like you&#039;d expect it to, but since it doesn&#039;t interact with the world the effect is just jaring.&lt;br /&gt;
==Syntax==&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;javascript&amp;quot;&amp;gt;mp.game.rope.addRope(x, y, z, rotX, rotY, rotZ, length, ropeType, maxLength, minLength, p10, p11, p12, rigid, p14, breakWhenShot, unkPtr);&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
=== Required Arguments ===&lt;br /&gt;
*&#039;&#039;&#039;x:&#039;&#039;&#039; float&lt;br /&gt;
*&#039;&#039;&#039;y:&#039;&#039;&#039; float&lt;br /&gt;
*&#039;&#039;&#039;z:&#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;length:&#039;&#039;&#039; float&lt;br /&gt;
*&#039;&#039;&#039;ropeType:&#039;&#039;&#039; int&lt;br /&gt;
*&#039;&#039;&#039;maxLength:&#039;&#039;&#039; float&lt;br /&gt;
*&#039;&#039;&#039;minLength:&#039;&#039;&#039; float&lt;br /&gt;
*&#039;&#039;&#039;p10:&#039;&#039;&#039; float (0.5 makes the rope twist when you fold it and there&#039;s excess (more realistic))&lt;br /&gt;
*&#039;&#039;&#039;p11:&#039;&#039;&#039; Boolean&lt;br /&gt;
*&#039;&#039;&#039;p12:&#039;&#039;&#039; Boolean&lt;br /&gt;
*&#039;&#039;&#039;rigid:&#039;&#039;&#039; Boolean&lt;br /&gt;
*&#039;&#039;&#039;p14:&#039;&#039;&#039; float&lt;br /&gt;
*&#039;&#039;&#039;breakWhenShot:&#039;&#039;&#039; Boolean&lt;br /&gt;
*&#039;&#039;&#039;unkPtr:&#039;&#039;&#039; unknown (to be checked)&lt;br /&gt;
&lt;br /&gt;
===Return value===&lt;br /&gt;
*&#039;&#039;&#039;Object handle or object&#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;
{{Rope_s_function_c}}&lt;br /&gt;
[[Category:Clientside API]]&lt;br /&gt;
[[Category:TODO: Example]]&lt;/div&gt;</summary>
		<author><name>Mos</name></author>
	</entry>
	<entry>
		<id>https://wiki.rage.mp/w/index.php?title=Rope::addRope&amp;diff=20089</id>
		<title>Rope::addRope</title>
		<link rel="alternate" type="text/html" href="https://wiki.rage.mp/w/index.php?title=Rope::addRope&amp;diff=20089"/>
		<updated>2020-10-31T03:53:47Z</updated>

		<summary type="html">&lt;p&gt;Mos: /* Syntax */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Creates a rope at the specific position, that extends in the specified direction when not attached to any entities.&amp;lt;br&amp;gt;__&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Add_Rope(pos.x,pos.y,pos.z,0.0,0.0,0.0,20.0,4,20.0,1.0,0.0,false,false,false,5.0,false,NULL)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;When attached, Position&amp;amp;lt;vector&amp;amp;gt; does not matter&amp;lt;br&amp;gt;When attached, Angle&amp;amp;lt;vector&amp;amp;gt; does not matter&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Rope Type:&amp;lt;br&amp;gt;4 and bellow is a thick rope&amp;lt;br&amp;gt;5 and up are small metal wires&amp;lt;br&amp;gt;0 crashes the game&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Max_length - Rope is forced to this length, generally best to keep this the same as your rope length.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Rigid - If max length is zero, and this is set to false the rope will become rigid (it will force a specific distance, what ever length is, between the objects).&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;breakable - Whether or not shooting the rope will break it.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;unkPtr - unknown ptr, always 0 in orig scripts&amp;lt;br&amp;gt;__&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Lengths can be calculated like so:&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;float distance = abs(x1 - x2) + abs(y1 - y2) + abs(z1 - z2); // Rope length&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;NOTES:&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Rope does NOT interact with anything you attach it to, in some cases it make interact with the world AFTER it breaks (seems to occur if you set the type to -1).&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Rope will sometimes contract and fall to the ground like you&#039;d expect it to, but since it doesn&#039;t interact with the world the effect is just jaring.&lt;br /&gt;
==Syntax==&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;javascript&amp;quot;&amp;gt;mp.game.rope.addRope(x, y, z, rotX, rotY, rotZ, length, ropeType, maxLength, minLength, p10, p11, p12, rigid, p14, breakWhenShot, unkPtr);&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
=== Required Arguments ===&lt;br /&gt;
*&#039;&#039;&#039;x:&#039;&#039;&#039; float&lt;br /&gt;
*&#039;&#039;&#039;y:&#039;&#039;&#039; float&lt;br /&gt;
*&#039;&#039;&#039;z:&#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;length:&#039;&#039;&#039; float&lt;br /&gt;
*&#039;&#039;&#039;ropeType:&#039;&#039;&#039; int&lt;br /&gt;
*&#039;&#039;&#039;maxLength:&#039;&#039;&#039; float&lt;br /&gt;
*&#039;&#039;&#039;minLength:&#039;&#039;&#039; float&lt;br /&gt;
*&#039;&#039;&#039;p10:&#039;&#039;&#039; float&lt;br /&gt;
*&#039;&#039;&#039;p11:&#039;&#039;&#039; Boolean&lt;br /&gt;
*&#039;&#039;&#039;p12:&#039;&#039;&#039; Boolean&lt;br /&gt;
*&#039;&#039;&#039;rigid:&#039;&#039;&#039; Boolean&lt;br /&gt;
*&#039;&#039;&#039;p14:&#039;&#039;&#039; float&lt;br /&gt;
*&#039;&#039;&#039;breakWhenShot:&#039;&#039;&#039; Boolean&lt;br /&gt;
*&#039;&#039;&#039;unkPtr:&#039;&#039;&#039; unknown (to be checked)&lt;br /&gt;
&lt;br /&gt;
===Return value===&lt;br /&gt;
*&#039;&#039;&#039;Object handle or object&#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;
{{Rope_s_function_c}}&lt;br /&gt;
[[Category:Clientside API]]&lt;br /&gt;
[[Category:TODO: Example]]&lt;/div&gt;</summary>
		<author><name>Mos</name></author>
	</entry>
	<entry>
		<id>https://wiki.rage.mp/w/index.php?title=Rope::addRope&amp;diff=20088</id>
		<title>Rope::addRope</title>
		<link rel="alternate" type="text/html" href="https://wiki.rage.mp/w/index.php?title=Rope::addRope&amp;diff=20088"/>
		<updated>2020-10-31T03:53:26Z</updated>

		<summary type="html">&lt;p&gt;Mos: /* Required Arguments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Creates a rope at the specific position, that extends in the specified direction when not attached to any entities.&amp;lt;br&amp;gt;__&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Add_Rope(pos.x,pos.y,pos.z,0.0,0.0,0.0,20.0,4,20.0,1.0,0.0,false,false,false,5.0,false,NULL)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;When attached, Position&amp;amp;lt;vector&amp;amp;gt; does not matter&amp;lt;br&amp;gt;When attached, Angle&amp;amp;lt;vector&amp;amp;gt; does not matter&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Rope Type:&amp;lt;br&amp;gt;4 and bellow is a thick rope&amp;lt;br&amp;gt;5 and up are small metal wires&amp;lt;br&amp;gt;0 crashes the game&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Max_length - Rope is forced to this length, generally best to keep this the same as your rope length.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Rigid - If max length is zero, and this is set to false the rope will become rigid (it will force a specific distance, what ever length is, between the objects).&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;breakable - Whether or not shooting the rope will break it.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;unkPtr - unknown ptr, always 0 in orig scripts&amp;lt;br&amp;gt;__&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Lengths can be calculated like so:&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;float distance = abs(x1 - x2) + abs(y1 - y2) + abs(z1 - z2); // Rope length&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;NOTES:&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Rope does NOT interact with anything you attach it to, in some cases it make interact with the world AFTER it breaks (seems to occur if you set the type to -1).&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Rope will sometimes contract and fall to the ground like you&#039;d expect it to, but since it doesn&#039;t interact with the world the effect is just jaring.&lt;br /&gt;
==Syntax==&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;javascript&amp;quot;&amp;gt;mp.game.rope.addRope(x, y, z, rotX, rotY, rotZ, length, ropeType, maxLength, minLength, windingSpeed, p11, p12, rigid, p14, breakWhenShot, unkPtr);&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
=== Required Arguments ===&lt;br /&gt;
*&#039;&#039;&#039;x:&#039;&#039;&#039; float&lt;br /&gt;
*&#039;&#039;&#039;y:&#039;&#039;&#039; float&lt;br /&gt;
*&#039;&#039;&#039;z:&#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;length:&#039;&#039;&#039; float&lt;br /&gt;
*&#039;&#039;&#039;ropeType:&#039;&#039;&#039; int&lt;br /&gt;
*&#039;&#039;&#039;maxLength:&#039;&#039;&#039; float&lt;br /&gt;
*&#039;&#039;&#039;minLength:&#039;&#039;&#039; float&lt;br /&gt;
*&#039;&#039;&#039;p10:&#039;&#039;&#039; float&lt;br /&gt;
*&#039;&#039;&#039;p11:&#039;&#039;&#039; Boolean&lt;br /&gt;
*&#039;&#039;&#039;p12:&#039;&#039;&#039; Boolean&lt;br /&gt;
*&#039;&#039;&#039;rigid:&#039;&#039;&#039; Boolean&lt;br /&gt;
*&#039;&#039;&#039;p14:&#039;&#039;&#039; float&lt;br /&gt;
*&#039;&#039;&#039;breakWhenShot:&#039;&#039;&#039; Boolean&lt;br /&gt;
*&#039;&#039;&#039;unkPtr:&#039;&#039;&#039; unknown (to be checked)&lt;br /&gt;
&lt;br /&gt;
===Return value===&lt;br /&gt;
*&#039;&#039;&#039;Object handle or object&#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;
{{Rope_s_function_c}}&lt;br /&gt;
[[Category:Clientside API]]&lt;br /&gt;
[[Category:TODO: Example]]&lt;/div&gt;</summary>
		<author><name>Mos</name></author>
	</entry>
	<entry>
		<id>https://wiki.rage.mp/w/index.php?title=Rope::addRope&amp;diff=20087</id>
		<title>Rope::addRope</title>
		<link rel="alternate" type="text/html" href="https://wiki.rage.mp/w/index.php?title=Rope::addRope&amp;diff=20087"/>
		<updated>2020-10-30T21:49:29Z</updated>

		<summary type="html">&lt;p&gt;Mos: /* Syntax */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Creates a rope at the specific position, that extends in the specified direction when not attached to any entities.&amp;lt;br&amp;gt;__&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Add_Rope(pos.x,pos.y,pos.z,0.0,0.0,0.0,20.0,4,20.0,1.0,0.0,false,false,false,5.0,false,NULL)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;When attached, Position&amp;amp;lt;vector&amp;amp;gt; does not matter&amp;lt;br&amp;gt;When attached, Angle&amp;amp;lt;vector&amp;amp;gt; does not matter&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Rope Type:&amp;lt;br&amp;gt;4 and bellow is a thick rope&amp;lt;br&amp;gt;5 and up are small metal wires&amp;lt;br&amp;gt;0 crashes the game&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Max_length - Rope is forced to this length, generally best to keep this the same as your rope length.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Rigid - If max length is zero, and this is set to false the rope will become rigid (it will force a specific distance, what ever length is, between the objects).&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;breakable - Whether or not shooting the rope will break it.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;unkPtr - unknown ptr, always 0 in orig scripts&amp;lt;br&amp;gt;__&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Lengths can be calculated like so:&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;float distance = abs(x1 - x2) + abs(y1 - y2) + abs(z1 - z2); // Rope length&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;NOTES:&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Rope does NOT interact with anything you attach it to, in some cases it make interact with the world AFTER it breaks (seems to occur if you set the type to -1).&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Rope will sometimes contract and fall to the ground like you&#039;d expect it to, but since it doesn&#039;t interact with the world the effect is just jaring.&lt;br /&gt;
==Syntax==&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;javascript&amp;quot;&amp;gt;mp.game.rope.addRope(x, y, z, rotX, rotY, rotZ, length, ropeType, maxLength, minLength, windingSpeed, p11, p12, rigid, p14, breakWhenShot, unkPtr);&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
=== Required Arguments ===&lt;br /&gt;
*&#039;&#039;&#039;x:&#039;&#039;&#039; float&lt;br /&gt;
*&#039;&#039;&#039;y:&#039;&#039;&#039; float&lt;br /&gt;
*&#039;&#039;&#039;z:&#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;length:&#039;&#039;&#039; float&lt;br /&gt;
*&#039;&#039;&#039;ropeType:&#039;&#039;&#039; int&lt;br /&gt;
*&#039;&#039;&#039;maxLength:&#039;&#039;&#039; float&lt;br /&gt;
*&#039;&#039;&#039;minLength:&#039;&#039;&#039; float&lt;br /&gt;
*&#039;&#039;&#039;windingSpeed:&#039;&#039;&#039; float&lt;br /&gt;
*&#039;&#039;&#039;p11:&#039;&#039;&#039; Boolean&lt;br /&gt;
*&#039;&#039;&#039;p12:&#039;&#039;&#039; Boolean&lt;br /&gt;
*&#039;&#039;&#039;rigid:&#039;&#039;&#039; Boolean&lt;br /&gt;
*&#039;&#039;&#039;p14:&#039;&#039;&#039; float&lt;br /&gt;
*&#039;&#039;&#039;breakWhenShot:&#039;&#039;&#039; Boolean&lt;br /&gt;
*&#039;&#039;&#039;unkPtr:&#039;&#039;&#039; unknown (to be checked)&lt;br /&gt;
===Return value===&lt;br /&gt;
*&#039;&#039;&#039;Object handle or object&#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;
{{Rope_s_function_c}}&lt;br /&gt;
[[Category:Clientside API]]&lt;br /&gt;
[[Category:TODO: Example]]&lt;/div&gt;</summary>
		<author><name>Mos</name></author>
	</entry>
	<entry>
		<id>https://wiki.rage.mp/w/index.php?title=Using_DLC_Packs_with_Custom_Textures&amp;diff=19556</id>
		<title>Using DLC Packs with Custom Textures</title>
		<link rel="alternate" type="text/html" href="https://wiki.rage.mp/w/index.php?title=Using_DLC_Packs_with_Custom_Textures&amp;diff=19556"/>
		<updated>2020-04-24T23:25:29Z</updated>

		<summary type="html">&lt;p&gt;Mos: /* Prerequisites */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:DLC Pack]]&lt;br /&gt;
[[Category:Tutorials]]&lt;br /&gt;
&lt;br /&gt;
= Prerequisites =&lt;br /&gt;
(NOTE: After rage 1.1 Affix wouldnt be required anymore, so you can skip this step)&lt;br /&gt;
&lt;br /&gt;
Before you start trying to create a custom dlc pack with a handful of images you will need two programs installed and ready. &lt;br /&gt;
&lt;br /&gt;
Affix setup is below.&lt;br /&gt;
&lt;br /&gt;
* Google: Affix for GTA V without OpenIV&lt;br /&gt;
&lt;br /&gt;
= Setup Affix =&lt;br /&gt;
&lt;br /&gt;
* Create a directory for &#039;ArchiveFix.exe&#039; and keep it in its own folder.&lt;br /&gt;
* Start GTA V through RAGE:MP or Normally.&lt;br /&gt;
* Open an administrative command prompt and navigate to your &#039;ArchiveFix.exe&#039; directory location.&lt;br /&gt;
* Once in the same folder as &#039;ArchiveFix.exe&#039; you will need to type the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
ArchiveFix.exe fetch&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* After typing this command you will need to wait several minutes. 10+&lt;br /&gt;
* Once it is done you should have the following files in your directory:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
gtav_aes_key.dat&lt;br /&gt;
gtav_hash_lut.dat&lt;br /&gt;
gtav_ng_decrypt_tables.dat&lt;br /&gt;
gtav_ng_encrypt_luts.dat&lt;br /&gt;
gtav_ng_encrypt_tables.dat&lt;br /&gt;
gtav_ng_key.dat&lt;br /&gt;
icudtl.dat&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Meta Files =&lt;br /&gt;
&lt;br /&gt;
There are two files you need to create for a new archive. Create these files on your desktop.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
content.xml&lt;br /&gt;
setup2.xml&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Inside of these files you will need to add the following code and replace &#039;REPLACEME&#039; with exact characters that you would like to replace them with. &#039;dlc_&#039; is required. Ie. StuykTextures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;content.xml&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;?xml version=&amp;quot;1.0&amp;quot; encoding=&amp;quot;UTF-8&amp;quot;?&amp;gt;&lt;br /&gt;
&amp;lt;CDataFileMgr__ContentsOfDataFileXml&amp;gt;&lt;br /&gt;
    &amp;lt;disabledFiles /&amp;gt;&lt;br /&gt;
    &amp;lt;includedXmlFiles /&amp;gt;&lt;br /&gt;
    &amp;lt;includedDataFiles /&amp;gt;&lt;br /&gt;
    &amp;lt;dataFiles&amp;gt;&lt;br /&gt;
        &amp;lt;Item&amp;gt;&lt;br /&gt;
            &amp;lt;filename&amp;gt;dlc_REPLACEME:/%PLATFORM%/textures/myCustomFile.rpf&amp;lt;/filename&amp;gt;&lt;br /&gt;
            &amp;lt;fileType&amp;gt;RPF_FILE&amp;lt;/fileType&amp;gt;&lt;br /&gt;
            &amp;lt;overlay value=&amp;quot;true&amp;quot; /&amp;gt;&lt;br /&gt;
            &amp;lt;disabled value=&amp;quot;true&amp;quot; /&amp;gt;&lt;br /&gt;
            &amp;lt;persistent value=&amp;quot;true&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;/Item&amp;gt;&lt;br /&gt;
    &amp;lt;/dataFiles&amp;gt;&lt;br /&gt;
    &amp;lt;contentChangeSets&amp;gt;&lt;br /&gt;
        &amp;lt;Item&amp;gt;&lt;br /&gt;
            &amp;lt;changeSetName&amp;gt;REPLACEME_AUTOGEN&amp;lt;/changeSetName&amp;gt;&lt;br /&gt;
            &amp;lt;filesToDisable /&amp;gt;&lt;br /&gt;
            &amp;lt;filesToEnable&amp;gt;&lt;br /&gt;
                &amp;lt;Item&amp;gt;dlc_REPLACEME:/%PLATFORM%/textures/myCustomFile.rpf&amp;lt;/Item&amp;gt;&lt;br /&gt;
            &amp;lt;/filesToEnable&amp;gt;&lt;br /&gt;
            &amp;lt;txdToLoad /&amp;gt;&lt;br /&gt;
            &amp;lt;txdToUnload /&amp;gt;&lt;br /&gt;
            &amp;lt;residentResources /&amp;gt;&lt;br /&gt;
            &amp;lt;unregisterResources /&amp;gt;&lt;br /&gt;
        &amp;lt;/Item&amp;gt;&lt;br /&gt;
    &amp;lt;/contentChangeSets&amp;gt;&lt;br /&gt;
    &amp;lt;patchFiles /&amp;gt;&lt;br /&gt;
&amp;lt;/CDataFileMgr__ContentsOfDataFileXml&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;setup2.xml&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;?xml version=&amp;quot;1.0&amp;quot; encoding=&amp;quot;UTF-8&amp;quot;?&amp;gt;&lt;br /&gt;
&amp;lt;SSetupData&amp;gt;&lt;br /&gt;
    &amp;lt;deviceName&amp;gt;dlc_REPLACEME&amp;lt;/deviceName&amp;gt;&lt;br /&gt;
    &amp;lt;datFile&amp;gt;content.xml&amp;lt;/datFile&amp;gt;&lt;br /&gt;
    &amp;lt;timeStamp&amp;gt;03/30/2018 17:26:39&amp;lt;/timeStamp&amp;gt;&lt;br /&gt;
    &amp;lt;nameHash&amp;gt;REPLACEME&amp;lt;/nameHash&amp;gt;&lt;br /&gt;
    &amp;lt;contentChangeSetGroups&amp;gt;&lt;br /&gt;
        &amp;lt;Item&amp;gt;&lt;br /&gt;
            &amp;lt;NameHash&amp;gt;GROUP_STARTUP&amp;lt;/NameHash&amp;gt;&lt;br /&gt;
            &amp;lt;ContentChangeSets&amp;gt;&lt;br /&gt;
                &amp;lt;Item&amp;gt;REPLACEME_AUTOGEN&amp;lt;/Item&amp;gt;&lt;br /&gt;
            &amp;lt;/ContentChangeSets&amp;gt;&lt;br /&gt;
        &amp;lt;/Item&amp;gt;&lt;br /&gt;
    &amp;lt;/contentChangeSetGroups&amp;gt;&lt;br /&gt;
&amp;lt;/SSetupData&amp;gt; &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Setting Up An Archive =&lt;br /&gt;
&lt;br /&gt;
Generally speaking when you&#039;re working with the creation of a new dlcpack you will need to have the following structure according to this page:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
- dlc.rpf&lt;br /&gt;
    - content.xml&lt;br /&gt;
    - setup2.xml&lt;br /&gt;
    - x64&lt;br /&gt;
        - textures&lt;br /&gt;
            - myCustomFile.rpf&lt;br /&gt;
                - myYTDFile.ytd&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Here&#039;s an example of folder structure:&lt;br /&gt;
&lt;br /&gt;
[[File:TextureFolderStructure.png]]&lt;br /&gt;
&lt;br /&gt;
* You can use CTRL + ALT + O in OpenIV to open a new folder.&lt;br /&gt;
* Open a New Folder and then right-click the white-space on the right-side of OpenIV and create a new RPF file.&lt;br /&gt;
* This RPF file must be called &#039;dlc&#039;.&lt;br /&gt;
* Inside this rpf mimic the above folder structure.&lt;br /&gt;
* You must extract the myCustomFile.rpf and drag / drop it on &#039;ArchiveFix.exe&#039;&lt;br /&gt;
* Then delete the internal myCustomFile.rpf and replace it with the new &#039;Encrypted&#039; archive.&lt;br /&gt;
* Once you are done with this step you take the entire &#039;dlc.rpf&#039; and drag / drop it on &#039;ArchiveFix.exe&#039; as well.&lt;br /&gt;
* Once this is complete you will have a fully encrypted archive ready for your server.&lt;br /&gt;
&lt;br /&gt;
= DLC Pack Installation =&lt;br /&gt;
&lt;br /&gt;
The name of your DLC Pack is the name of your folder for the dlc pack.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Basic Folder Path:&lt;br /&gt;
server-files/client_packages/dlcpacks/REPLACEME/dlc.rpf&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Mos</name></author>
	</entry>
	<entry>
		<id>https://wiki.rage.mp/w/index.php?title=Player::getClothes&amp;diff=19511</id>
		<title>Player::getClothes</title>
		<link rel="alternate" type="text/html" href="https://wiki.rage.mp/w/index.php?title=Player::getClothes&amp;diff=19511"/>
		<updated>2020-04-16T16:28:41Z</updated>

		<summary type="html">&lt;p&gt;Mos: /* Example */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This function return a hash of player clothes.&lt;br /&gt;
== Syntax ==&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;javascript&amp;quot;&amp;gt;&lt;br /&gt;
Object player.getClothes(Number componentNumber)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
List of components:&lt;br /&gt;
* 0 - Head&lt;br /&gt;
* 1 - Beard&lt;br /&gt;
* 2 - Hair&lt;br /&gt;
* 3 - Torso&lt;br /&gt;
* 4 - Legs&lt;br /&gt;
* 5 - Hands&lt;br /&gt;
* 6 - Foot&lt;br /&gt;
* 7 - None?&lt;br /&gt;
* 8 - Accessories like parachute, scuba tank&lt;br /&gt;
* 9 - Accessories like bags, mask, scuba mask&lt;br /&gt;
* 10- Decals and mask&lt;br /&gt;
* 11 - Auxiliary parts for torso&lt;br /&gt;
Object keys:&lt;br /&gt;
* drawable - ID of clothing.&lt;br /&gt;
* texture - ID of texture.&lt;br /&gt;
* palette - ID of palette.&lt;br /&gt;
&lt;br /&gt;
== Example ==&lt;br /&gt;
This example outputs player clothes for component ID.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;javascript&amp;quot;&amp;gt;&lt;br /&gt;
mp.events.addCommand(&#039;getclothes&#039;, (player, text, component) =&amp;gt; {&lt;br /&gt;
  if (component == null || !parseInt(component)) {&lt;br /&gt;
    return player.outputChatBox(&#039;Use syntax: /getclothes [component_id]&#039;);&lt;br /&gt;
  } else {&lt;br /&gt;
    let clothes = player.getClothes(parseInt(component));&lt;br /&gt;
    player.outputChatBox(&#039;drawable: &#039; + clothes.drawable + &#039; texture: &#039; + clothes.texture + &#039; palette: &#039; + palette.texture);&lt;br /&gt;
  }&lt;br /&gt;
});&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Player_block}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Appearance]]&lt;br /&gt;
[[Category:Server-side Function]]&lt;/div&gt;</summary>
		<author><name>Mos</name></author>
	</entry>
	<entry>
		<id>https://wiki.rage.mp/w/index.php?title=Pool::exists&amp;diff=19481</id>
		<title>Pool::exists</title>
		<link rel="alternate" type="text/html" href="https://wiki.rage.mp/w/index.php?title=Pool::exists&amp;diff=19481"/>
		<updated>2020-03-04T06:15:44Z</updated>

		<summary type="html">&lt;p&gt;Mos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This function is used for check, exists entity with ID in pool or not.&lt;br /&gt;
&lt;br /&gt;
==Syntax==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Boolean pool.exists(Number ID)&lt;br /&gt;
&amp;lt;/pre&amp;gt; &lt;br /&gt;
&lt;br /&gt;
===Returns===&lt;br /&gt;
Return true if entity exists, false if not exists.&lt;br /&gt;
&lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*&#039;&#039;&#039;ID/Entity:&#039;&#039;&#039; Entity ID or the entity itself, what you wanna check in pool.&lt;br /&gt;
&lt;br /&gt;
==Example== &lt;br /&gt;
This example will check player with ID in pool, and write player name into chat if he exists.&lt;br /&gt;
{{ServersideCode|&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
let isPlayerExists = mp.players.exists(1488);&lt;br /&gt;
if (isPlayerExists) {&lt;br /&gt;
	let player = mp.players.at(1488);&lt;br /&gt;
	console.log(`Player with id 1488 exists and have nickname ${player.name}`);&lt;br /&gt;
} else {&lt;br /&gt;
	console.log(`Player by id 1488 does not exists...`);&lt;br /&gt;
};&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{EntityPool_function}}&lt;/div&gt;</summary>
		<author><name>Mos</name></author>
	</entry>
	<entry>
		<id>https://wiki.rage.mp/w/index.php?title=Player::call&amp;diff=18064</id>
		<title>Player::call</title>
		<link rel="alternate" type="text/html" href="https://wiki.rage.mp/w/index.php?title=Player::call&amp;diff=18064"/>
		<updated>2019-09-13T07:18:37Z</updated>

		<summary type="html">&lt;p&gt;Mos: /* Syntax */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This function calls a client-side event for the selected player.&lt;br /&gt;
&lt;br /&gt;
==Syntax==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
player.call(String eventName [, Array args]);&lt;br /&gt;
&amp;lt;/pre&amp;gt; &lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*&#039;&#039;&#039;eventName:&#039;&#039;&#039; The event name that will be called&lt;br /&gt;
*&#039;&#039;&#039;args:&#039;&#039;&#039; Any arguments, what should be sent to client. Supports entities, strings, numbers and booleans. (Objects and Arrays should be packed to JSON format.) Arguments has to be packed in an array.&lt;br /&gt;
&lt;br /&gt;
==Example== &lt;br /&gt;
This example will call the client-side event &#039;disablePlayerRegeneration&#039; for the player with the ID 1337.&lt;br /&gt;
&lt;br /&gt;
{{ClientsideCode|&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
let disableRegeneration = (currentHealth) =&amp;gt; { //currentHealth - value, what we send from server.&lt;br /&gt;
	mp.game.player.setHealthRechargeMultiplier(0); //Disable regeneration&lt;br /&gt;
	mp.gui.chat.push(`Regeneration disabled. Current health: ${currentHealth}`); //Output text to default chatbox&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
mp.events.add(&#039;disablePlayerRegeneration&#039;, disableRegeneration);&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ServersideCode|&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
let player = mp.player.at(1337); //Get player by ID&lt;br /&gt;
if (player) {&lt;br /&gt;
	let playerHealth = player.health;&lt;br /&gt;
	player.call(`disablePlayerRegeneration`, [playerHealth]);&lt;br /&gt;
};&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{Player_block}}&lt;/div&gt;</summary>
		<author><name>Mos</name></author>
	</entry>
	<entry>
		<id>https://wiki.rage.mp/w/index.php?title=Entity::getForwardVector&amp;diff=18050</id>
		<title>Entity::getForwardVector</title>
		<link rel="alternate" type="text/html" href="https://wiki.rage.mp/w/index.php?title=Entity::getForwardVector&amp;diff=18050"/>
		<updated>2019-08-30T18:52:48Z</updated>

		<summary type="html">&lt;p&gt;Mos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Gets the entity&#039;s forward vector.&lt;br /&gt;
(Similar to [[Camera::getDirection|Camera.getDirection]])&lt;br /&gt;
==Syntax==&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;javascript&amp;quot;&amp;gt;entity.getForwardVector();&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
=== Required Arguments ===&lt;br /&gt;
===Return value===&lt;br /&gt;
*&#039;&#039;&#039;Vector3&#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;
{{Entity_function_c}}&lt;br /&gt;
[[Category:Clientside API]]&lt;br /&gt;
[[Category:TODO: Example]]&lt;/div&gt;</summary>
		<author><name>Mos</name></author>
	</entry>
	<entry>
		<id>https://wiki.rage.mp/w/index.php?title=Graphics::drawSpotLight&amp;diff=18044</id>
		<title>Graphics::drawSpotLight</title>
		<link rel="alternate" type="text/html" href="https://wiki.rage.mp/w/index.php?title=Graphics::drawSpotLight&amp;diff=18044"/>
		<updated>2019-08-28T20:00:44Z</updated>

		<summary type="html">&lt;p&gt;Mos: /* Example */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Parameters:&amp;lt;br&amp;gt;* pos - coordinate where the spotlight is located&amp;lt;br&amp;gt;* dir - the direction vector the spotlight should aim at from its current position&amp;lt;br&amp;gt;* r,g,b - color of the spotlight&amp;lt;br&amp;gt;* distance - the maximum distance the light can reach&amp;lt;br&amp;gt;* brightness - the brightness of the light&amp;lt;br&amp;gt;* roundness - &#039;smoothness&#039; of the circle edge&amp;lt;br&amp;gt;* radius - the radius size of the spotlight&amp;lt;br&amp;gt;* falloff - the falloff size of the light&#039;s edge (example: www.i.imgur.com/DemAWeO.jpg)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Example in C# (spotlight aims at the closest vehicle):&amp;lt;br&amp;gt;Vector3 myPos = Game.Player.Character.Position;&amp;lt;br&amp;gt;Vehicle nearest = World.GetClosestVehicle(myPos , 1000f);&amp;lt;br&amp;gt;Vector3 destinationCoords = nearest.Position;&amp;lt;br&amp;gt;Vector3 dirVector = destinationCoords - myPos;&amp;lt;br&amp;gt;dirVector.Normalize();&amp;lt;br&amp;gt;Function.Call(Hash.DRAW_SPOT_LIGHT, pos.X, pos.Y, pos.Z, dirVector.X, dirVector.Y, dirVector.Z, 255, 255, 255, 100.0f, 1f, 0.0f, 13.0f, 1f);&lt;br /&gt;
==Syntax==&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;javascript&amp;quot;&amp;gt;mp.game.graphics.drawSpotLight(posX, posY, posZ, dirX, dirY, dirZ, colorR, colorG, colorB, distance, brightness, roundness, radius, falloff);&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
=== Required Arguments ===&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;dirX:&#039;&#039;&#039; float&lt;br /&gt;
*&#039;&#039;&#039;dirY:&#039;&#039;&#039; float&lt;br /&gt;
*&#039;&#039;&#039;dirZ:&#039;&#039;&#039; float&lt;br /&gt;
*&#039;&#039;&#039;colorR:&#039;&#039;&#039; int&lt;br /&gt;
*&#039;&#039;&#039;colorG:&#039;&#039;&#039; int&lt;br /&gt;
*&#039;&#039;&#039;colorB:&#039;&#039;&#039; int&lt;br /&gt;
*&#039;&#039;&#039;distance:&#039;&#039;&#039; float&lt;br /&gt;
*&#039;&#039;&#039;brightness:&#039;&#039;&#039; float&lt;br /&gt;
*&#039;&#039;&#039;roundness:&#039;&#039;&#039; float&lt;br /&gt;
*&#039;&#039;&#039;radius:&#039;&#039;&#039; float&lt;br /&gt;
*&#039;&#039;&#039;falloff:&#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;
This example creates an illumination on top of the player and reflecting on the ground as well, light is flashing blue &lt;br /&gt;
{{ClientsideCode|&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;javascript&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
let lightRender&lt;br /&gt;
function switchLight() {&lt;br /&gt;
  if (!lightRender) {&lt;br /&gt;
    // light ON&lt;br /&gt;
    lightRender = new mp.Event(&#039;render&#039;, ()=&amp;gt; {&lt;br /&gt;
      let pos = mp.players.local.position&lt;br /&gt;
      mp.game.graphics.drawSpotLight(pos.x,pos.y,pos.z+10, 0,0,-1, 0,0,255, 20,20,5,10,1)&lt;br /&gt;
    })&lt;br /&gt;
  } else {&lt;br /&gt;
    // light OFF&lt;br /&gt;
    lightRender.destroy()&lt;br /&gt;
    lightRender = null&lt;br /&gt;
  }&lt;br /&gt;
}&lt;br /&gt;
let lightInterval = setInterval(switchLight, 500)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
}}&lt;br /&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>Mos</name></author>
	</entry>
	<entry>
		<id>https://wiki.rage.mp/w/index.php?title=Graphics::drawSpotLight&amp;diff=18043</id>
		<title>Graphics::drawSpotLight</title>
		<link rel="alternate" type="text/html" href="https://wiki.rage.mp/w/index.php?title=Graphics::drawSpotLight&amp;diff=18043"/>
		<updated>2019-08-28T20:00:02Z</updated>

		<summary type="html">&lt;p&gt;Mos: /* Example */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Parameters:&amp;lt;br&amp;gt;* pos - coordinate where the spotlight is located&amp;lt;br&amp;gt;* dir - the direction vector the spotlight should aim at from its current position&amp;lt;br&amp;gt;* r,g,b - color of the spotlight&amp;lt;br&amp;gt;* distance - the maximum distance the light can reach&amp;lt;br&amp;gt;* brightness - the brightness of the light&amp;lt;br&amp;gt;* roundness - &#039;smoothness&#039; of the circle edge&amp;lt;br&amp;gt;* radius - the radius size of the spotlight&amp;lt;br&amp;gt;* falloff - the falloff size of the light&#039;s edge (example: www.i.imgur.com/DemAWeO.jpg)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Example in C# (spotlight aims at the closest vehicle):&amp;lt;br&amp;gt;Vector3 myPos = Game.Player.Character.Position;&amp;lt;br&amp;gt;Vehicle nearest = World.GetClosestVehicle(myPos , 1000f);&amp;lt;br&amp;gt;Vector3 destinationCoords = nearest.Position;&amp;lt;br&amp;gt;Vector3 dirVector = destinationCoords - myPos;&amp;lt;br&amp;gt;dirVector.Normalize();&amp;lt;br&amp;gt;Function.Call(Hash.DRAW_SPOT_LIGHT, pos.X, pos.Y, pos.Z, dirVector.X, dirVector.Y, dirVector.Z, 255, 255, 255, 100.0f, 1f, 0.0f, 13.0f, 1f);&lt;br /&gt;
==Syntax==&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;javascript&amp;quot;&amp;gt;mp.game.graphics.drawSpotLight(posX, posY, posZ, dirX, dirY, dirZ, colorR, colorG, colorB, distance, brightness, roundness, radius, falloff);&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
=== Required Arguments ===&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;dirX:&#039;&#039;&#039; float&lt;br /&gt;
*&#039;&#039;&#039;dirY:&#039;&#039;&#039; float&lt;br /&gt;
*&#039;&#039;&#039;dirZ:&#039;&#039;&#039; float&lt;br /&gt;
*&#039;&#039;&#039;colorR:&#039;&#039;&#039; int&lt;br /&gt;
*&#039;&#039;&#039;colorG:&#039;&#039;&#039; int&lt;br /&gt;
*&#039;&#039;&#039;colorB:&#039;&#039;&#039; int&lt;br /&gt;
*&#039;&#039;&#039;distance:&#039;&#039;&#039; float&lt;br /&gt;
*&#039;&#039;&#039;brightness:&#039;&#039;&#039; float&lt;br /&gt;
*&#039;&#039;&#039;roundness:&#039;&#039;&#039; float&lt;br /&gt;
*&#039;&#039;&#039;radius:&#039;&#039;&#039; float&lt;br /&gt;
*&#039;&#039;&#039;falloff:&#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;
This example creates an illumination on top of the player and reflecting on the ground as well, light is flashing blue &lt;br /&gt;
{{ClientsideCode|&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;javascript&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
let lightRender&lt;br /&gt;
function switchLight() {&lt;br /&gt;
  if (!lightRender) {&lt;br /&gt;
    // light ON&lt;br /&gt;
    lightRender = new mp.Event(&#039;render&#039;, ()=&amp;gt; {&lt;br /&gt;
      let pos = mp.players.local.position&lt;br /&gt;
      mp.game.graphics.drawSpotLight(pos.x,pos.y,pos.z+10, 0,0,-1, 0,0,255, 20,20,5,10,1)&lt;br /&gt;
    })&lt;br /&gt;
  } else {&lt;br /&gt;
    // light OFF&lt;br /&gt;
    lightRender.destroy()&lt;br /&gt;
    lightRender = null&lt;br /&gt;
  }&lt;br /&gt;
}&lt;br /&gt;
to = setInterval(switchLight, 500)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
}}&lt;br /&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>Mos</name></author>
	</entry>
	<entry>
		<id>https://wiki.rage.mp/w/index.php?title=Graphics::drawSpotLight&amp;diff=18042</id>
		<title>Graphics::drawSpotLight</title>
		<link rel="alternate" type="text/html" href="https://wiki.rage.mp/w/index.php?title=Graphics::drawSpotLight&amp;diff=18042"/>
		<updated>2019-08-28T19:57:16Z</updated>

		<summary type="html">&lt;p&gt;Mos: /* Example */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Parameters:&amp;lt;br&amp;gt;* pos - coordinate where the spotlight is located&amp;lt;br&amp;gt;* dir - the direction vector the spotlight should aim at from its current position&amp;lt;br&amp;gt;* r,g,b - color of the spotlight&amp;lt;br&amp;gt;* distance - the maximum distance the light can reach&amp;lt;br&amp;gt;* brightness - the brightness of the light&amp;lt;br&amp;gt;* roundness - &#039;smoothness&#039; of the circle edge&amp;lt;br&amp;gt;* radius - the radius size of the spotlight&amp;lt;br&amp;gt;* falloff - the falloff size of the light&#039;s edge (example: www.i.imgur.com/DemAWeO.jpg)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Example in C# (spotlight aims at the closest vehicle):&amp;lt;br&amp;gt;Vector3 myPos = Game.Player.Character.Position;&amp;lt;br&amp;gt;Vehicle nearest = World.GetClosestVehicle(myPos , 1000f);&amp;lt;br&amp;gt;Vector3 destinationCoords = nearest.Position;&amp;lt;br&amp;gt;Vector3 dirVector = destinationCoords - myPos;&amp;lt;br&amp;gt;dirVector.Normalize();&amp;lt;br&amp;gt;Function.Call(Hash.DRAW_SPOT_LIGHT, pos.X, pos.Y, pos.Z, dirVector.X, dirVector.Y, dirVector.Z, 255, 255, 255, 100.0f, 1f, 0.0f, 13.0f, 1f);&lt;br /&gt;
==Syntax==&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;javascript&amp;quot;&amp;gt;mp.game.graphics.drawSpotLight(posX, posY, posZ, dirX, dirY, dirZ, colorR, colorG, colorB, distance, brightness, roundness, radius, falloff);&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
=== Required Arguments ===&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;dirX:&#039;&#039;&#039; float&lt;br /&gt;
*&#039;&#039;&#039;dirY:&#039;&#039;&#039; float&lt;br /&gt;
*&#039;&#039;&#039;dirZ:&#039;&#039;&#039; float&lt;br /&gt;
*&#039;&#039;&#039;colorR:&#039;&#039;&#039; int&lt;br /&gt;
*&#039;&#039;&#039;colorG:&#039;&#039;&#039; int&lt;br /&gt;
*&#039;&#039;&#039;colorB:&#039;&#039;&#039; int&lt;br /&gt;
*&#039;&#039;&#039;distance:&#039;&#039;&#039; float&lt;br /&gt;
*&#039;&#039;&#039;brightness:&#039;&#039;&#039; float&lt;br /&gt;
*&#039;&#039;&#039;roundness:&#039;&#039;&#039; float&lt;br /&gt;
*&#039;&#039;&#039;radius:&#039;&#039;&#039; float&lt;br /&gt;
*&#039;&#039;&#039;falloff:&#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;
{{ClientsideCode|&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;javascript&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
let lightRender&lt;br /&gt;
function switchLight() {&lt;br /&gt;
  if (!lightRender) {&lt;br /&gt;
    // light ON&lt;br /&gt;
    lightRender = new mp.Event(&#039;render&#039;, ()=&amp;gt; {&lt;br /&gt;
      let pos = mp.players.local.position&lt;br /&gt;
      mp.game.graphics.drawSpotLight(pos.x,pos.y,pos.z+10, 0,0,-1, 0,0,255, 20,20,5,10,1)&lt;br /&gt;
    })&lt;br /&gt;
  } else {&lt;br /&gt;
    // light OFF&lt;br /&gt;
    lightRender.destroy()&lt;br /&gt;
    lightRender = null&lt;br /&gt;
  }&lt;br /&gt;
}&lt;br /&gt;
to = setInterval(switchLight, 500)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
}}&lt;br /&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>Mos</name></author>
	</entry>
	<entry>
		<id>https://wiki.rage.mp/w/index.php?title=Client-side_functions&amp;diff=7621</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=7621"/>
		<updated>2017-10-24T14:11:48Z</updated>

		<summary type="html">&lt;p&gt;Mos: /* Player */&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;
==Chat functions==&lt;br /&gt;
*Functions:&lt;br /&gt;
**[[chat.push]]&lt;br /&gt;
**[[chat.activate]]&lt;br /&gt;
**[[chat.show]]&lt;br /&gt;
**[[chat.safeMode]]&lt;br /&gt;
*Properties:&lt;br /&gt;
**[[chat.safe]]&lt;br /&gt;
**[[chat.colors]]&lt;br /&gt;
&lt;br /&gt;
==Cursor functions==&lt;br /&gt;
*Properties:&lt;br /&gt;
**cursor.visible&lt;br /&gt;
**cursor.position&lt;br /&gt;
&lt;br /&gt;
==Nametags functions==&lt;br /&gt;
*Functions:&lt;br /&gt;
**nametags.update  &lt;br /&gt;
**[[nametags.set]]&lt;br /&gt;
*Properties:&lt;br /&gt;
**nametags.enabled&lt;br /&gt;
&lt;br /&gt;
==Storage functions==&lt;br /&gt;
*Properties:&lt;br /&gt;
**storage.data&lt;br /&gt;
*Functions:&lt;br /&gt;
**[[storage.flush()]]&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, ease, easeTime, p3, p4)]]&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;
&lt;br /&gt;
* [[Controls::disableAllControlActions|Controls::disableAllControlActions(inputGroup)]]&lt;br /&gt;
* [[Controls::disableControlAction|Controls::disableControlAction(inputGroup, control, disable)]]&lt;br /&gt;
* [[Controls::enableAllControlActions|Controls::enableAllControlActions(inputGroup)]]&lt;br /&gt;
* [[Controls::enableControlAction|Controls::enableControlAction(inputGroup, control, enable)]]&lt;br /&gt;
* [[Controls::getControlActionName|Controls::getControlActionName(inputGroup, control, p2)]]&lt;br /&gt;
* [[Controls::getControlValue|Controls::getControlValue(inputGroup, control)]]&lt;br /&gt;
* [[Controls::getControlNormal|Controls::getControlNormal(inputGroup, control)]]&lt;br /&gt;
* [[Controls::getDisabledControlNormal|Controls::getDisabledControlNormal(inputGroup, control)]]&lt;br /&gt;
* [[Controls::isControlEnabled|Controls::isControlEnabled(inputGroup, control)]]&lt;br /&gt;
* [[Controls::isControlJustReleased|Controls::isControlJustReleased(inputGroup, control)]]&lt;br /&gt;
* [[Controls::isControlJustPressed|Controls::isControlJustPressed(inputGroup, control)]]&lt;br /&gt;
* [[Controls::isControlPressed|Controls::isControlPressed(inputGroup, control)]]&lt;br /&gt;
* [[Controls::isControlReleased|Controls::isControlReleased(inputGroup, control)]]&lt;br /&gt;
* [[Controls::isDisabledControlJustReleased|Controls::isDisabledControlJustReleased(inputGroup, control)]]&lt;br /&gt;
* [[Controls::isDisabledControlJustPressed|Controls::isDisabledControlJustPressed(inputGroup, control)]]&lt;br /&gt;
* [[Controls::isDisabledControlPressed|Controls::isDisabledControlPressed(inputGroup, control)]]&lt;br /&gt;
* [[Controls::isInputDisabled|Controls::isInputDisabled(inputGroup)]]&lt;br /&gt;
* [[Controls::isInputJustDisabled|Controls::isInputJustDisabled(inputGroup)]]&lt;br /&gt;
* [[Controls::setControlNormal|Controls::setControlNormal(inputGroup, control, amount)]]&lt;br /&gt;
* [[Controls::setInputExclusive|Controls::setInputExclusive(inputGroup, control)]]&lt;br /&gt;
* [[Controls::setPadShake|Controls::setPadShake(p0, duration, frequency)]]&lt;br /&gt;
* [[Controls::setPlayerpadShakesWhenControllerDisabled|Controls::setPlayerpadShakesWhenControllerDisabled(toggle)]]&lt;br /&gt;
* [[Controls::stopPadShake|Controls::stopPadShake(p0)]]&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;
Properties:&lt;br /&gt;
* [[Graphics::nametags]]&lt;br /&gt;
Functions:&lt;br /&gt;
* [[Graphics::notify|Graphics::notify(text)]]&lt;br /&gt;
* [[Graphics::drawText|Graphics::drawText(text, fontId, colourRGBA, scaleX, scaleY, outline, x, y[, z])]]&lt;br /&gt;
* [[Graphics::getSafeZoneSize|Graphics::getSafeZoneSize()]]&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(pos)]]&lt;br /&gt;
* [[Graphics::world3dToScreen2d|Graphics::world3dToScreen2d(x, y, z)]]&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;
==Peds==&lt;br /&gt;
* [[Peds::new|Peds::new(modelHash, position, rotation[, onStream, dimension])]]&lt;br /&gt;
&lt;br /&gt;
==Player==&lt;br /&gt;
* [[Player::setModel|Player::setModel(model)]]&lt;br /&gt;
* [[Player::setWantedLevelMultiplier|Player::setWantedLevelMultiplier(multiplier)]]&lt;br /&gt;
* [[Player::setTeam|Player::setTeam(team)]]&lt;br /&gt;
* [[Player::changePed|Player::changePed(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::getWantedCentrePosition|Player::getWantedCentrePosition()]]&lt;br /&gt;
* [[Player::getGroup|Player::getGroup()]]&lt;br /&gt;
* [[Player::clearParachuteVariationOverride|Player::clearParachuteVariationOverride()]]&lt;br /&gt;
* [[Player::setForcedAim|Player::setForcedAim(toggle)]]&lt;br /&gt;
* [[Player::clearParachutePackModelOverride|Player::clearParachutePackModelOverride()]]&lt;br /&gt;
* [[Player::setResetFlagPreferRearSeats|Player::setResetFlagPreferRearSeats(flags)]]&lt;br /&gt;
* [[Player::getPlayerTargetEntity|Player::getTargetEntity(entity)]]&lt;br /&gt;
* [[Player::setPlayerClothLockCounter|Player::setClothLockCounter(value)]]&lt;br /&gt;
* [[Player::enableSpecialAbility|Player::enableSpecialAbility(toggle)]]&lt;br /&gt;
* [[Player::getSprintTimeRemaining|Player::getSprintTimeRemaining()]]&lt;br /&gt;
* [[Player::resetInputGait|Player::resetInputGait()]]&lt;br /&gt;
* [[Player::specialAbilityDepleteMeter|Player::specialAbilityDepleteMeter(p1)]]&lt;br /&gt;
* [[Player::setMayNotEnterAnyVehicle|Player::setMayNotEnterAnyVehicle()]]&lt;br /&gt;
* [[Player::hasDamagedAtLeastOnePed|Player::hasDamagedAtLeastOnePed()]]&lt;br /&gt;
* [[Player::isWantedLevelGreater|Player::isWantedLevelGreater(wantedLevel)]]&lt;br /&gt;
* [[Player::setInvincible|Player::setInvincible(toggle)]]&lt;br /&gt;
* [[Player::getEntityPlayerIsFreeAimingAt|Player::getEntityPlayerIsFreeAimingAt(entity)]]&lt;br /&gt;
* [[Player::setLockonRangeOverride|Player::setLockonRangeOverride(range)]]&lt;br /&gt;
* [[Player::resetArrestState|Player::resetArrestState()]]&lt;br /&gt;
* [[Player::setWeaponDefenseModifier|Player::setWeaponDefenseModifier(modifier)]]&lt;br /&gt;
* [[Player::isFreeAiming|Player::isFreeAiming()]]&lt;br /&gt;
* [[Player::specialAbilityChargeSmall|Player::specialAbilityChargeSmall(p1p2)]]&lt;br /&gt;
* [[Player::setDisableAmbientMeleeMove|Player::setDisableAmbientMeleeMove(toggle)]]&lt;br /&gt;
* [[Player::getCurrentStealthNoise|Player::getCurrentStealthNoise()]]&lt;br /&gt;
* [[Player::setPoliceIgnore|Player::setPoliceIgnore(toggle)]]&lt;br /&gt;
* [[Player::setWantedLevelNoDrop|Player::setWantedLevelNoDrop(wantedLevelp2)]]&lt;br /&gt;
* [[Player::getTeam|Player::getTeam()]]&lt;br /&gt;
* [[Player::specialAbilityReset|Player::specialAbilityReset()]]&lt;br /&gt;
* [[Player::isBeingArrested|Player::isBeingArrested(atArresting)]]&lt;br /&gt;
* [[Player::setWantedLevel|Player::setWantedLevel(wantedLeveldisableNoMission)]]&lt;br /&gt;
* [[Player::isPlayerFreeAimingAtEntity|Player::isFreeAimingAtEntity(entity)]]&lt;br /&gt;
* [[Player::giveRagdollControl|Player::giveRagdollControl(toggle)]]&lt;br /&gt;
* [[Player::specialAbilityFillMeter|Player::specialAbilityFillMeter(p1)]]&lt;br /&gt;
* [[Player::isSpecialAbilityActive|Player::isSpecialAbilityActive()]]&lt;br /&gt;
* [[Player::getSprintStaminaRemaining|Player::getSprintStaminaRemaining()]]&lt;br /&gt;
* [[Player::intToPlayerindex|Player::intToPlayerindex(value)]]&lt;br /&gt;
* [[Player::isDead|Player::isDead()]]&lt;br /&gt;
* [[Player::setPoliceRadarBlips|Player::setPoliceRadarBlips(toggle)]]&lt;br /&gt;
* [[Player::getPed|Player::getPed()]]&lt;br /&gt;
* [[Player::setAllRandomPedsFleeThisFrame|Player::setAllRandomPedsFleeThisFrame()]]&lt;br /&gt;
* [[Player::simulatePlayerInputGait|Player::simulatePlayerInputGait(amountgaitTypespeedp4p5)]]&lt;br /&gt;
* [[Player::isControlOn|Player::isControlOn()]]&lt;br /&gt;
* [[Player::setMeleeWeaponDamageModifier|Player::setMeleeWeaponDamageModifier(modifier)]]&lt;br /&gt;
* [[Player::clearHasDamagedAtLeastOneNonAnimalPed|Player::clearHasDamagedAtLeastOneNonAnimalPed()]]&lt;br /&gt;
* [[Player::setVehicleDefenseModifier|Player::setVehicleDefenseModifier(modifier)]]&lt;br /&gt;
* [[Player::forceCleanupForAllThreadsWithThisName|Player::forceCleanupForAllThreadsWithThisName(name, cleanupFlags)]]&lt;br /&gt;
* [[Player::setStealthPerceptionModifier|Player::setStealthPerceptionModifier(value)]]&lt;br /&gt;
* [[Player::isRidingTrain|Player::isRidingTrain()]]&lt;br /&gt;
* [[Player::getPedScriptIndex|Player::getPedScriptIndex()]]&lt;br /&gt;
* [[Player::setWantedCentrePosition|Player::setWantedCentrePosition(xyz)]]&lt;br /&gt;
* [[Player::setIgnoreLowPriorityShockingEvents|Player::setIgnoreLowPriorityShockingEvents(toggle)]]&lt;br /&gt;
* [[Player::setLockon|Player::setLockon(toggle)]]&lt;br /&gt;
* [[Player::getTimeSincePlayerHitVehicle|Player::getTimeSincePlayerHitVehicle()]]&lt;br /&gt;
* [[Player::setHealthRechargeMultiplier|Player::setHealthRechargeMultiplier(regenRate)]]&lt;br /&gt;
* [[Player::getHasReserveParachute|Player::getHasReserveParachute()]]&lt;br /&gt;
* [[Player::disablePlayerFiring|Player::disablePlayerFiring(toggle)]]&lt;br /&gt;
* [[Player::isPlaying|Player::isPlaying()]]&lt;br /&gt;
* [[Player::specialAbilityLock|Player::specialAbilityLock(playerModel)]]&lt;br /&gt;
* [[Player::getName|Player::getName()]]&lt;br /&gt;
* [[Player::setRunSprintMultiplierFor|Player::setRunSprintMultiplierFor(multiplier)]]&lt;br /&gt;
* [[Player::setCanDoDriveBy|Player::setCanDoDriveBy(toggle)]]&lt;br /&gt;
* [[Player::getParachutePackTintIndex|Player::getParachutePackTintIndex(tintIndex)]]&lt;br /&gt;
* [[Player::setClothPinFrames|Player::setClothPinFrames(toggle)]]&lt;br /&gt;
* [[Player::getParachuteTintIndex|Player::getParachuteTintIndex(tintIndex)]]&lt;br /&gt;
* [[Player::setForcedZoom|Player::setForcedZoom(toggle)]]&lt;br /&gt;
* [[Player::setForceSkipAimIntro|Player::setForceSkipAimIntro(toggle)]]&lt;br /&gt;
* [[Player::setMaxArmour|Player::setMaxArmour(value)]]&lt;br /&gt;
* [[Player::isTargettingAnything|Player::isTargettingAnything()]]&lt;br /&gt;
* [[Player::isPlayerTargettingEntity|Player::isTargettingEntity(entity)]]&lt;br /&gt;
* [[Player::setHasReserveParachute|Player::setHasReserveParachute()]]&lt;br /&gt;
* [[Player::setMayOnlyEnterThisVehicle|Player::setMayOnlyEnterThisVehicle(vehicle)]]&lt;br /&gt;
* [[Player::setParachuteSmokeTrailColor|Player::setParachuteSmokeTrailColor(rgb)]]&lt;br /&gt;
* [[Player::hasAchievementBeenPassed|Player::hasAchievementBeenPassed(achievement)]]&lt;br /&gt;
* [[Player::clearParachuteModelOverride|Player::clearParachuteModelOverride()]]&lt;br /&gt;
* [[Player::isScriptControlOn|Player::isScriptControlOn()]]&lt;br /&gt;
* [[Player::setControl|Player::setControl(togglepossiblyFlags)]]&lt;br /&gt;
* [[Player::setEveryoneIgnore|Player::setEveryoneIgnore(toggle)]]&lt;br /&gt;
* [[Player::isReadyForCutscene|Player::isReadyForCutscene()]]&lt;br /&gt;
* [[Player::getMaxArmour|Player::getMaxArmour()]]&lt;br /&gt;
* [[Player::setParachutePackTintIndex|Player::setParachutePackTintIndex(tintIndex)]]&lt;br /&gt;
* [[Player::displaySystemSigninUi|Player::displaySystemSigninUi(unk)]]&lt;br /&gt;
* [[Player::isClimbing|Player::isClimbing()]]&lt;br /&gt;
* [[Player::setParachuteModelOverride|Player::setParachuteModelOverride(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::setClothPackageIndex(index)]]&lt;br /&gt;
* [[Player::setSprint|Player::setSprint(toggle)]]&lt;br /&gt;
* [[Player::specialAbilityChargeNormalized|Player::specialAbilityChargeNormalized(normalizedValuep2)]]&lt;br /&gt;
* [[Player::getUnderwaterTimeRemaining|Player::getUnderwaterTimeRemaining()]]&lt;br /&gt;
* [[Player::restoreStamina|Player::restoreStamina(p1)]]&lt;br /&gt;
* [[Player::setParachuteTintIndex|Player::setParachuteTintIndex(tintIndex)]]&lt;br /&gt;
* [[Player::setSpecialAbilityMultiplier|Player::setSpecialAbilityMultiplier(multiplier)]]&lt;br /&gt;
* [[Player::setVehicleDamageModifier|Player::setVehicleDamageModifier(damageAmount)]]&lt;br /&gt;
* [[Player::resetStamina|Player::resetStamina()]]&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::setMeleeWeaponDefenseModifier|Player::setMeleeWeaponDefenseModifier(modifier)]]&lt;br /&gt;
* [[Player::setReserveParachuteTintIndex|Player::setReserveParachuteTintIndex(index)]]&lt;br /&gt;
* [[Player::arePlayerFlashingStarsAboutToDrop|Player::arePlayerFlashingStarsAboutToDrop()]]&lt;br /&gt;
* [[Player::setPlayerTargetingMode|Player::setTargetingMode(targetMode)]]&lt;br /&gt;
* [[Player::isSpecialAbilityEnabled|Player::isSpecialAbilityEnabled()]]&lt;br /&gt;
* [[Player::setSneakingNoiseMultiplier|Player::setSneakingNoiseMultiplier(multiplier)]]&lt;br /&gt;
* [[Player::clearWantedLevel|Player::clearWantedLevel()]]&lt;br /&gt;
* [[Player::getInvincible|Player::getInvincible()]]&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::setSimulateAiming|Player::setSimulateAiming(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::setWeaponDamageModifier|Player::setWeaponDamageModifier(damageAmount)]]&lt;br /&gt;
* [[Player::setCanUseCover|Player::setCanUseCover(toggle)]]&lt;br /&gt;
* [[Player::getTimeSincePlayerDroveOnPavement|Player::getTimeSincePlayerDroveOnPavement()]]&lt;br /&gt;
* [[Player::hasLeftTheWorld|Player::hasLeftTheWorld()]]&lt;br /&gt;
* [[Player::getReserveParachuteTintIndex|Player::getReserveParachuteTintIndex(index)]]&lt;br /&gt;
* [[Player::setCanBeHassledByGangs|Player::setCanBeHassledByGangs(toggle)]]&lt;br /&gt;
* [[Player::specialAbilityDeactivate|Player::specialAbilityDeactivate()]]&lt;br /&gt;
* [[Player::hasBeenSpottedInStolenVehicle|Player::hasBeenSpottedInStolenVehicle()]]&lt;br /&gt;
* [[Player::setParachuteVariationOverride|Player::setParachuteVariationOverride(p1p2p3p4)]]&lt;br /&gt;
* [[Player::setDispatchCopsForPlayer|Player::setDispatchCopsForPlayer(toggle)]]&lt;br /&gt;
* [[Player::getTimeSincePlayerDroveAgainstTraffic|Player::getTimeSincePlayerDroveAgainstTraffic()]]&lt;br /&gt;
* [[Player::setNoiseMultiplier|Player::setNoiseMultiplier(multiplier)]]&lt;br /&gt;
* [[Player::setParachutePackModelOverride|Player::setParachutePackModelOverride(model)]]&lt;br /&gt;
* [[Player::isFreeForAmbientTask|Player::isFreeForAmbientTask()]]&lt;br /&gt;
* [[Player::setHudAnimStopLevel|Player::setHudAnimStopLevel(toggle)]]&lt;br /&gt;
* [[Player::canPlayerStartMission|Player::canPlayerStartMission()]]&lt;br /&gt;
* [[Player::setWantedLevelNow|Player::setWantedLevelNow(p1)]]&lt;br /&gt;
* [[Player::hasTeleportFinished|Player::hasTeleportFinished()]]&lt;br /&gt;
* [[Player::getWantedLevel|Player::getWantedLevel()]]&lt;br /&gt;
* [[Player::getTimeSincePlayerHitPed|Player::getTimeSincePlayerHitPed()]]&lt;br /&gt;
* [[Player::hasDamagedAtLeastOneNonAnimalPed|Player::hasDamagedAtLeastOneNonAnimalPed()]]&lt;br /&gt;
* [[Player::getRgbColour|Player::getRgbColour(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::getParachuteSmokeTrailColor|Player::getParachuteSmokeTrailColor(rgb)]]&lt;br /&gt;
* [[Player::clearHasDamagedAtLeastOnePed|Player::clearHasDamagedAtLeastOnePed()]]&lt;br /&gt;
* [[Player::specialAbilityChargeMedium|Player::specialAbilityChargeMedium(p1p2)]]&lt;br /&gt;
* [[Player::specialAbilityUnlock|Player::specialAbilityUnlock(playerModel)]]&lt;br /&gt;
* [[Player::canPedHear|Player::canPedHearPlayer(ped)]]&lt;br /&gt;
* [[Player::removeHelmet|Player::removeHelmet(p2)]]&lt;br /&gt;
* [[Player::setCanLeaveParachuteSmokeTrail|Player::setCanLeaveParachuteSmokeTrail(enabled)]]&lt;br /&gt;
* [[Player::specialAbilityChargeLarge|Player::specialAbilityChargeLarge(p1p2)]]&lt;br /&gt;
* [[Player::forceCleanupForThreadWithThisId|Player::forceCleanupForThreadWithThisId(id, cleanupFlags)]]&lt;br /&gt;
* [[Player::isPressingHorn|Player::isPressingHorn()]]&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[, cb])]]&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::isPauseMenuActive|Ui::isPauseMenuActive()]]&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;
*Functions:&lt;br /&gt;
* [[Globals::joaat|GameGlobals::joaat]]&lt;br /&gt;
*Properies:&lt;br /&gt;
* [[Client-side_functions#App|GameGlobals::app]]&lt;br /&gt;
* [[Client-side_functions#Audio|GameGlobals::audio]]&lt;br /&gt;
* [[Client-side_functions#Brain|GameGlobals::brain]]&lt;br /&gt;
* [[Client-side_functions#Cam|GameGlobals::cam]]&lt;br /&gt;
* [[Client-side_functions#Controls|GameGlobals::controls]]&lt;br /&gt;
* [[Client-side_functions#Cutscene|GameGlobals::cutscene]]&lt;br /&gt;
* [[Client-side_functions#Datafile|GameGlobals::datafile]]&lt;br /&gt;
* [[Client-side_functions#Decisionevent|GameGlobals::decisionevent]]&lt;br /&gt;
* [[Client-side_functions#Decorator|GameGlobals::decorator]]&lt;br /&gt;
* [[Client-side_functions#Dlc1|GameGlobals::dlc1]]&lt;br /&gt;
* [[Client-side_functions#Dlc2|GameGlobals::dlc2]]&lt;br /&gt;
* [[Client-side_functions#Entity|GameGlobals::entity]]&lt;br /&gt;
* [[Client-side_functions#Fire|GameGlobals::fire]]&lt;br /&gt;
* [[Client-side_functions#Gameplay|GameGlobals::gameplay]]&lt;br /&gt;
* [[Client-side_functions#Graphics|GameGlobals::graphics]]&lt;br /&gt;
* [[Client-side_functions#Interior|GameGlobals::interior]]&lt;br /&gt;
* [[Client-side_functions#Itemset|GameGlobals::itemset]]&lt;br /&gt;
* [[Client-side_functions#Mobile|GameGlobals::mobile]]&lt;br /&gt;
* [[Client-side_functions#Object|GameGlobals::object]]&lt;br /&gt;
* [[Client-side_functions#Pathfind|GameGlobals::pathfind]]&lt;br /&gt;
* [[Client-side_functions#Ped|GameGlobals::ped]]&lt;br /&gt;
* [[Client-side_functions#Player|GameGlobals::player]]&lt;br /&gt;
* [[Client-side_functions#Rope|GameGlobals::rope]]&lt;br /&gt;
* [[Client-side_functions#Script|GameGlobals::script]]&lt;br /&gt;
* [[Client-side_functions#Stats|GameGlobals::stats]]&lt;br /&gt;
* [[Client-side_functions#Streaming|GameGlobals::streaming]]&lt;br /&gt;
* [[Client-side_functions#System|GameGlobals::system]]&lt;br /&gt;
* [[Client-side_functions#Time|GameGlobals::time]]&lt;br /&gt;
* [[Client-side_functions#Ui|GameGlobals::ui]]&lt;br /&gt;
* [[Client-side_functions#Unk|GameGlobals::unk]]&lt;br /&gt;
* [[Client-side_functions#Recorder|GameGlobals::recorder]]&lt;br /&gt;
* [[Client-side_functions#Vehicle|GameGlobals::vehicle]]&lt;br /&gt;
* [[Client-side_functions#Water|GameGlobals::water]]&lt;br /&gt;
* [[Client-side_functions#Weapon|GameGlobals::weapon]]&lt;br /&gt;
* [[Client-side_functions#Worldprobe|GameGlobals::worldprobe]]&lt;br /&gt;
* [[Client-side_functions#Zone|GameGlobals::zone]]&lt;/div&gt;</summary>
		<author><name>Mos</name></author>
	</entry>
	<entry>
		<id>https://wiki.rage.mp/w/index.php?title=Player::restorePlayerStamina&amp;diff=7620</id>
		<title>Player::restorePlayerStamina</title>
		<link rel="alternate" type="text/html" href="https://wiki.rage.mp/w/index.php?title=Player::restorePlayerStamina&amp;diff=7620"/>
		<updated>2017-10-24T14:10:56Z</updated>

		<summary type="html">&lt;p&gt;Mos: /* Syntax */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Syntax==&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;javascript&amp;quot;&amp;gt;mp.game.player.restoreStamina(p1);&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
=== Required Arguments ===&lt;br /&gt;
*&#039;&#039;&#039;p1:&#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_s_function_c}}&lt;br /&gt;
[[Category:Clientside API]]&lt;br /&gt;
[[Category:TODO: Example]]&lt;/div&gt;</summary>
		<author><name>Mos</name></author>
	</entry>
	<entry>
		<id>https://wiki.rage.mp/w/index.php?title=Player::setRunSprintMultiplierFor&amp;diff=7619</id>
		<title>Player::setRunSprintMultiplierFor</title>
		<link rel="alternate" type="text/html" href="https://wiki.rage.mp/w/index.php?title=Player::setRunSprintMultiplierFor&amp;diff=7619"/>
		<updated>2017-10-24T14:09:40Z</updated>

		<summary type="html">&lt;p&gt;Mos: /* Syntax */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Multiplier goes up to 1.49 any value above will be completely overruled by the game and the multiplier will not take effect, this can be edited in memory however.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Just call it one time, it is not required to be called once every tick.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Note: At least the IDA method if you change the max float multiplier from 1.5 it will change it for both this and SWIM above. I say 1.5 as the function blrs if what you input is greater than or equal to 1.5 hence why it&#039;s 1.49 max default.&lt;br /&gt;
==Syntax==&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;javascript&amp;quot;&amp;gt;mp.game.player.setRunSprintMultiplierFor(multiplier);&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
=== Required Arguments ===&lt;br /&gt;
*&#039;&#039;&#039;multiplier:&#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>Mos</name></author>
	</entry>
	<entry>
		<id>https://wiki.rage.mp/w/index.php?title=Player::setRunSprintMultiplierFor&amp;diff=7618</id>
		<title>Player::setRunSprintMultiplierFor</title>
		<link rel="alternate" type="text/html" href="https://wiki.rage.mp/w/index.php?title=Player::setRunSprintMultiplierFor&amp;diff=7618"/>
		<updated>2017-10-24T14:07:31Z</updated>

		<summary type="html">&lt;p&gt;Mos: /* Syntax */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Multiplier goes up to 1.49 any value above will be completely overruled by the game and the multiplier will not take effect, this can be edited in memory however.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Just call it one time, it is not required to be called once every tick.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Note: At least the IDA method if you change the max float multiplier from 1.5 it will change it for both this and SWIM above. I say 1.5 as the function blrs if what you input is greater than or equal to 1.5 hence why it&#039;s 1.49 max default.&lt;br /&gt;
==Syntax==&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;javascript&amp;quot;&amp;gt;mp.game.setRunSprintMultiplierFor(multiplier);&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
=== Required Arguments ===&lt;br /&gt;
*&#039;&#039;&#039;multiplier:&#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>Mos</name></author>
	</entry>
	<entry>
		<id>https://wiki.rage.mp/w/index.php?title=Player::restorePlayerStamina&amp;diff=7617</id>
		<title>Player::restorePlayerStamina</title>
		<link rel="alternate" type="text/html" href="https://wiki.rage.mp/w/index.php?title=Player::restorePlayerStamina&amp;diff=7617"/>
		<updated>2017-10-24T14:06:53Z</updated>

		<summary type="html">&lt;p&gt;Mos: /* Syntax */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Syntax==&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;javascript&amp;quot;&amp;gt;mp.game.restorePlayerStamina(p1);&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
=== Required Arguments ===&lt;br /&gt;
*&#039;&#039;&#039;p1:&#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_s_function_c}}&lt;br /&gt;
[[Category:Clientside API]]&lt;br /&gt;
[[Category:TODO: Example]]&lt;/div&gt;</summary>
		<author><name>Mos</name></author>
	</entry>
	<entry>
		<id>https://wiki.rage.mp/w/index.php?title=Client-side_functions&amp;diff=7616</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=7616"/>
		<updated>2017-10-24T13:56:31Z</updated>

		<summary type="html">&lt;p&gt;Mos: /* Player */&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;
==Chat functions==&lt;br /&gt;
*Functions:&lt;br /&gt;
**[[chat.push]]&lt;br /&gt;
**[[chat.activate]]&lt;br /&gt;
**[[chat.show]]&lt;br /&gt;
**[[chat.safeMode]]&lt;br /&gt;
*Properties:&lt;br /&gt;
**[[chat.safe]]&lt;br /&gt;
**[[chat.colors]]&lt;br /&gt;
&lt;br /&gt;
==Cursor functions==&lt;br /&gt;
*Properties:&lt;br /&gt;
**cursor.visible&lt;br /&gt;
**cursor.position&lt;br /&gt;
&lt;br /&gt;
==Nametags functions==&lt;br /&gt;
*Functions:&lt;br /&gt;
**nametags.update  &lt;br /&gt;
**[[nametags.set]]&lt;br /&gt;
*Properties:&lt;br /&gt;
**nametags.enabled&lt;br /&gt;
&lt;br /&gt;
==Storage functions==&lt;br /&gt;
*Properties:&lt;br /&gt;
**storage.data&lt;br /&gt;
*Functions:&lt;br /&gt;
**[[storage.flush()]]&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, ease, easeTime, p3, p4)]]&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;
&lt;br /&gt;
* [[Controls::disableAllControlActions|Controls::disableAllControlActions(inputGroup)]]&lt;br /&gt;
* [[Controls::disableControlAction|Controls::disableControlAction(inputGroup, control, disable)]]&lt;br /&gt;
* [[Controls::enableAllControlActions|Controls::enableAllControlActions(inputGroup)]]&lt;br /&gt;
* [[Controls::enableControlAction|Controls::enableControlAction(inputGroup, control, enable)]]&lt;br /&gt;
* [[Controls::getControlActionName|Controls::getControlActionName(inputGroup, control, p2)]]&lt;br /&gt;
* [[Controls::getControlValue|Controls::getControlValue(inputGroup, control)]]&lt;br /&gt;
* [[Controls::getControlNormal|Controls::getControlNormal(inputGroup, control)]]&lt;br /&gt;
* [[Controls::getDisabledControlNormal|Controls::getDisabledControlNormal(inputGroup, control)]]&lt;br /&gt;
* [[Controls::isControlEnabled|Controls::isControlEnabled(inputGroup, control)]]&lt;br /&gt;
* [[Controls::isControlJustReleased|Controls::isControlJustReleased(inputGroup, control)]]&lt;br /&gt;
* [[Controls::isControlJustPressed|Controls::isControlJustPressed(inputGroup, control)]]&lt;br /&gt;
* [[Controls::isControlPressed|Controls::isControlPressed(inputGroup, control)]]&lt;br /&gt;
* [[Controls::isControlReleased|Controls::isControlReleased(inputGroup, control)]]&lt;br /&gt;
* [[Controls::isDisabledControlJustReleased|Controls::isDisabledControlJustReleased(inputGroup, control)]]&lt;br /&gt;
* [[Controls::isDisabledControlJustPressed|Controls::isDisabledControlJustPressed(inputGroup, control)]]&lt;br /&gt;
* [[Controls::isDisabledControlPressed|Controls::isDisabledControlPressed(inputGroup, control)]]&lt;br /&gt;
* [[Controls::isInputDisabled|Controls::isInputDisabled(inputGroup)]]&lt;br /&gt;
* [[Controls::isInputJustDisabled|Controls::isInputJustDisabled(inputGroup)]]&lt;br /&gt;
* [[Controls::setControlNormal|Controls::setControlNormal(inputGroup, control, amount)]]&lt;br /&gt;
* [[Controls::setInputExclusive|Controls::setInputExclusive(inputGroup, control)]]&lt;br /&gt;
* [[Controls::setPadShake|Controls::setPadShake(p0, duration, frequency)]]&lt;br /&gt;
* [[Controls::setPlayerpadShakesWhenControllerDisabled|Controls::setPlayerpadShakesWhenControllerDisabled(toggle)]]&lt;br /&gt;
* [[Controls::stopPadShake|Controls::stopPadShake(p0)]]&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;
Properties:&lt;br /&gt;
* [[Graphics::nametags]]&lt;br /&gt;
Functions:&lt;br /&gt;
* [[Graphics::notify|Graphics::notify(text)]]&lt;br /&gt;
* [[Graphics::drawText|Graphics::drawText(text, fontId, colourRGBA, scaleX, scaleY, outline, x, y[, z])]]&lt;br /&gt;
* [[Graphics::getSafeZoneSize|Graphics::getSafeZoneSize()]]&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(pos)]]&lt;br /&gt;
* [[Graphics::world3dToScreen2d|Graphics::world3dToScreen2d(x, y, z)]]&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;
==Peds==&lt;br /&gt;
* [[Peds::new|Peds::new(modelHash, position, rotation[, onStream, dimension])]]&lt;br /&gt;
&lt;br /&gt;
==Player==&lt;br /&gt;
* [[Player::setModel|Player::setModel(model)]]&lt;br /&gt;
* [[Player::setWantedLevelMultiplier|Player::setWantedLevelMultiplier(multiplier)]]&lt;br /&gt;
* [[Player::setTeam|Player::setTeam(team)]]&lt;br /&gt;
* [[Player::changePed|Player::changePed(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::getWantedCentrePosition|Player::getWantedCentrePosition()]]&lt;br /&gt;
* [[Player::getGroup|Player::getGroup()]]&lt;br /&gt;
* [[Player::clearParachuteVariationOverride|Player::clearParachuteVariationOverride()]]&lt;br /&gt;
* [[Player::setForcedAim|Player::setForcedAim(toggle)]]&lt;br /&gt;
* [[Player::clearParachutePackModelOverride|Player::clearParachutePackModelOverride()]]&lt;br /&gt;
* [[Player::setResetFlagPreferRearSeats|Player::setResetFlagPreferRearSeats(flags)]]&lt;br /&gt;
* [[Player::getPlayerTargetEntity|Player::getTargetEntity(entity)]]&lt;br /&gt;
* [[Player::setPlayerClothLockCounter|Player::setClothLockCounter(value)]]&lt;br /&gt;
* [[Player::enableSpecialAbility|Player::enableSpecialAbility(toggle)]]&lt;br /&gt;
* [[Player::getSprintTimeRemaining|Player::getSprintTimeRemaining()]]&lt;br /&gt;
* [[Player::resetInputGait|Player::resetInputGait()]]&lt;br /&gt;
* [[Player::specialAbilityDepleteMeter|Player::specialAbilityDepleteMeter(p1)]]&lt;br /&gt;
* [[Player::setMayNotEnterAnyVehicle|Player::setMayNotEnterAnyVehicle()]]&lt;br /&gt;
* [[Player::hasDamagedAtLeastOnePed|Player::hasDamagedAtLeastOnePed()]]&lt;br /&gt;
* [[Player::isWantedLevelGreater|Player::isWantedLevelGreater(wantedLevel)]]&lt;br /&gt;
* [[Player::setInvincible|Player::setInvincible(toggle)]]&lt;br /&gt;
* [[Player::getEntityPlayerIsFreeAimingAt|Player::getEntityPlayerIsFreeAimingAt(entity)]]&lt;br /&gt;
* [[Player::setLockonRangeOverride|Player::setLockonRangeOverride(range)]]&lt;br /&gt;
* [[Player::resetArrestState|Player::resetArrestState()]]&lt;br /&gt;
* [[Player::setWeaponDefenseModifier|Player::setWeaponDefenseModifier(modifier)]]&lt;br /&gt;
* [[Player::isFreeAiming|Player::isFreeAiming()]]&lt;br /&gt;
* [[Player::specialAbilityChargeSmall|Player::specialAbilityChargeSmall(p1p2)]]&lt;br /&gt;
* [[Player::setDisableAmbientMeleeMove|Player::setDisableAmbientMeleeMove(toggle)]]&lt;br /&gt;
* [[Player::getCurrentStealthNoise|Player::getCurrentStealthNoise()]]&lt;br /&gt;
* [[Player::setPoliceIgnore|Player::setPoliceIgnore(toggle)]]&lt;br /&gt;
* [[Player::setWantedLevelNoDrop|Player::setWantedLevelNoDrop(wantedLevelp2)]]&lt;br /&gt;
* [[Player::getTeam|Player::getTeam()]]&lt;br /&gt;
* [[Player::specialAbilityReset|Player::specialAbilityReset()]]&lt;br /&gt;
* [[Player::isBeingArrested|Player::isBeingArrested(atArresting)]]&lt;br /&gt;
* [[Player::setWantedLevel|Player::setWantedLevel(wantedLeveldisableNoMission)]]&lt;br /&gt;
* [[Player::isPlayerFreeAimingAtEntity|Player::isFreeAimingAtEntity(entity)]]&lt;br /&gt;
* [[Player::giveRagdollControl|Player::giveRagdollControl(toggle)]]&lt;br /&gt;
* [[Player::specialAbilityFillMeter|Player::specialAbilityFillMeter(p1)]]&lt;br /&gt;
* [[Player::isSpecialAbilityActive|Player::isSpecialAbilityActive()]]&lt;br /&gt;
* [[Player::getSprintStaminaRemaining|Player::getSprintStaminaRemaining()]]&lt;br /&gt;
* [[Player::intToPlayerindex|Player::intToPlayerindex(value)]]&lt;br /&gt;
* [[Player::isDead|Player::isDead()]]&lt;br /&gt;
* [[Player::setPoliceRadarBlips|Player::setPoliceRadarBlips(toggle)]]&lt;br /&gt;
* [[Player::getPed|Player::getPed()]]&lt;br /&gt;
* [[Player::setAllRandomPedsFleeThisFrame|Player::setAllRandomPedsFleeThisFrame()]]&lt;br /&gt;
* [[Player::simulatePlayerInputGait|Player::simulatePlayerInputGait(amountgaitTypespeedp4p5)]]&lt;br /&gt;
* [[Player::isControlOn|Player::isControlOn()]]&lt;br /&gt;
* [[Player::setMeleeWeaponDamageModifier|Player::setMeleeWeaponDamageModifier(modifier)]]&lt;br /&gt;
* [[Player::clearHasDamagedAtLeastOneNonAnimalPed|Player::clearHasDamagedAtLeastOneNonAnimalPed()]]&lt;br /&gt;
* [[Player::setVehicleDefenseModifier|Player::setVehicleDefenseModifier(modifier)]]&lt;br /&gt;
* [[Player::forceCleanupForAllThreadsWithThisName|Player::forceCleanupForAllThreadsWithThisName(name, cleanupFlags)]]&lt;br /&gt;
* [[Player::setStealthPerceptionModifier|Player::setStealthPerceptionModifier(value)]]&lt;br /&gt;
* [[Player::isRidingTrain|Player::isRidingTrain()]]&lt;br /&gt;
* [[Player::getPedScriptIndex|Player::getPedScriptIndex()]]&lt;br /&gt;
* [[Player::setWantedCentrePosition|Player::setWantedCentrePosition(xyz)]]&lt;br /&gt;
* [[Player::setIgnoreLowPriorityShockingEvents|Player::setIgnoreLowPriorityShockingEvents(toggle)]]&lt;br /&gt;
* [[Player::setLockon|Player::setLockon(toggle)]]&lt;br /&gt;
* [[Player::getTimeSincePlayerHitVehicle|Player::getTimeSincePlayerHitVehicle()]]&lt;br /&gt;
* [[Player::setHealthRechargeMultiplier|Player::setHealthRechargeMultiplier(regenRate)]]&lt;br /&gt;
* [[Player::getHasReserveParachute|Player::getHasReserveParachute()]]&lt;br /&gt;
* [[Player::disablePlayerFiring|Player::disablePlayerFiring(toggle)]]&lt;br /&gt;
* [[Player::isPlaying|Player::isPlaying()]]&lt;br /&gt;
* [[Player::specialAbilityLock|Player::specialAbilityLock(playerModel)]]&lt;br /&gt;
* [[Player::getName|Player::getName()]]&lt;br /&gt;
* [[Player::setRunSprintMultiplierFor|Player::setRunSprintMultiplierFor(multiplier)]]&lt;br /&gt;
* [[Player::setCanDoDriveBy|Player::setCanDoDriveBy(toggle)]]&lt;br /&gt;
* [[Player::getParachutePackTintIndex|Player::getParachutePackTintIndex(tintIndex)]]&lt;br /&gt;
* [[Player::setClothPinFrames|Player::setClothPinFrames(toggle)]]&lt;br /&gt;
* [[Player::getParachuteTintIndex|Player::getParachuteTintIndex(tintIndex)]]&lt;br /&gt;
* [[Player::setForcedZoom|Player::setForcedZoom(toggle)]]&lt;br /&gt;
* [[Player::setForceSkipAimIntro|Player::setForceSkipAimIntro(toggle)]]&lt;br /&gt;
* [[Player::setMaxArmour|Player::setMaxArmour(value)]]&lt;br /&gt;
* [[Player::isTargettingAnything|Player::isTargettingAnything()]]&lt;br /&gt;
* [[Player::isPlayerTargettingEntity|Player::isTargettingEntity(entity)]]&lt;br /&gt;
* [[Player::setHasReserveParachute|Player::setHasReserveParachute()]]&lt;br /&gt;
* [[Player::setMayOnlyEnterThisVehicle|Player::setMayOnlyEnterThisVehicle(vehicle)]]&lt;br /&gt;
* [[Player::setParachuteSmokeTrailColor|Player::setParachuteSmokeTrailColor(rgb)]]&lt;br /&gt;
* [[Player::hasAchievementBeenPassed|Player::hasAchievementBeenPassed(achievement)]]&lt;br /&gt;
* [[Player::clearParachuteModelOverride|Player::clearParachuteModelOverride()]]&lt;br /&gt;
* [[Player::isScriptControlOn|Player::isScriptControlOn()]]&lt;br /&gt;
* [[Player::setControl|Player::setControl(togglepossiblyFlags)]]&lt;br /&gt;
* [[Player::setEveryoneIgnore|Player::setEveryoneIgnore(toggle)]]&lt;br /&gt;
* [[Player::isReadyForCutscene|Player::isReadyForCutscene()]]&lt;br /&gt;
* [[Player::getMaxArmour|Player::getMaxArmour()]]&lt;br /&gt;
* [[Player::setParachutePackTintIndex|Player::setParachutePackTintIndex(tintIndex)]]&lt;br /&gt;
* [[Player::displaySystemSigninUi|Player::displaySystemSigninUi(unk)]]&lt;br /&gt;
* [[Player::isClimbing|Player::isClimbing()]]&lt;br /&gt;
* [[Player::setParachuteModelOverride|Player::setParachuteModelOverride(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::setClothPackageIndex(index)]]&lt;br /&gt;
* [[Player::setSprint|Player::setSprint(toggle)]]&lt;br /&gt;
* [[Player::specialAbilityChargeNormalized|Player::specialAbilityChargeNormalized(normalizedValuep2)]]&lt;br /&gt;
* [[Player::getUnderwaterTimeRemaining|Player::getUnderwaterTimeRemaining()]]&lt;br /&gt;
* [[Player::restorePlayerStamina|Player::restorePlayerStamina(p1)]]&lt;br /&gt;
* [[Player::setParachuteTintIndex|Player::setParachuteTintIndex(tintIndex)]]&lt;br /&gt;
* [[Player::setSpecialAbilityMultiplier|Player::setSpecialAbilityMultiplier(multiplier)]]&lt;br /&gt;
* [[Player::setVehicleDamageModifier|Player::setVehicleDamageModifier(damageAmount)]]&lt;br /&gt;
* [[Player::resetStamina|Player::resetStamina()]]&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::setMeleeWeaponDefenseModifier|Player::setMeleeWeaponDefenseModifier(modifier)]]&lt;br /&gt;
* [[Player::setReserveParachuteTintIndex|Player::setReserveParachuteTintIndex(index)]]&lt;br /&gt;
* [[Player::arePlayerFlashingStarsAboutToDrop|Player::arePlayerFlashingStarsAboutToDrop()]]&lt;br /&gt;
* [[Player::setPlayerTargetingMode|Player::setTargetingMode(targetMode)]]&lt;br /&gt;
* [[Player::isSpecialAbilityEnabled|Player::isSpecialAbilityEnabled()]]&lt;br /&gt;
* [[Player::setSneakingNoiseMultiplier|Player::setSneakingNoiseMultiplier(multiplier)]]&lt;br /&gt;
* [[Player::clearWantedLevel|Player::clearWantedLevel()]]&lt;br /&gt;
* [[Player::getInvincible|Player::getInvincible()]]&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::setSimulateAiming|Player::setSimulateAiming(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::setWeaponDamageModifier|Player::setWeaponDamageModifier(damageAmount)]]&lt;br /&gt;
* [[Player::setCanUseCover|Player::setCanUseCover(toggle)]]&lt;br /&gt;
* [[Player::getTimeSincePlayerDroveOnPavement|Player::getTimeSincePlayerDroveOnPavement()]]&lt;br /&gt;
* [[Player::hasLeftTheWorld|Player::hasLeftTheWorld()]]&lt;br /&gt;
* [[Player::getReserveParachuteTintIndex|Player::getReserveParachuteTintIndex(index)]]&lt;br /&gt;
* [[Player::setCanBeHassledByGangs|Player::setCanBeHassledByGangs(toggle)]]&lt;br /&gt;
* [[Player::specialAbilityDeactivate|Player::specialAbilityDeactivate()]]&lt;br /&gt;
* [[Player::hasBeenSpottedInStolenVehicle|Player::hasBeenSpottedInStolenVehicle()]]&lt;br /&gt;
* [[Player::setParachuteVariationOverride|Player::setParachuteVariationOverride(p1p2p3p4)]]&lt;br /&gt;
* [[Player::setDispatchCopsForPlayer|Player::setDispatchCopsForPlayer(toggle)]]&lt;br /&gt;
* [[Player::getTimeSincePlayerDroveAgainstTraffic|Player::getTimeSincePlayerDroveAgainstTraffic()]]&lt;br /&gt;
* [[Player::setNoiseMultiplier|Player::setNoiseMultiplier(multiplier)]]&lt;br /&gt;
* [[Player::setParachutePackModelOverride|Player::setParachutePackModelOverride(model)]]&lt;br /&gt;
* [[Player::isFreeForAmbientTask|Player::isFreeForAmbientTask()]]&lt;br /&gt;
* [[Player::setHudAnimStopLevel|Player::setHudAnimStopLevel(toggle)]]&lt;br /&gt;
* [[Player::canPlayerStartMission|Player::canPlayerStartMission()]]&lt;br /&gt;
* [[Player::setWantedLevelNow|Player::setWantedLevelNow(p1)]]&lt;br /&gt;
* [[Player::hasTeleportFinished|Player::hasTeleportFinished()]]&lt;br /&gt;
* [[Player::getWantedLevel|Player::getWantedLevel()]]&lt;br /&gt;
* [[Player::getTimeSincePlayerHitPed|Player::getTimeSincePlayerHitPed()]]&lt;br /&gt;
* [[Player::hasDamagedAtLeastOneNonAnimalPed|Player::hasDamagedAtLeastOneNonAnimalPed()]]&lt;br /&gt;
* [[Player::getRgbColour|Player::getRgbColour(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::getParachuteSmokeTrailColor|Player::getParachuteSmokeTrailColor(rgb)]]&lt;br /&gt;
* [[Player::clearHasDamagedAtLeastOnePed|Player::clearHasDamagedAtLeastOnePed()]]&lt;br /&gt;
* [[Player::specialAbilityChargeMedium|Player::specialAbilityChargeMedium(p1p2)]]&lt;br /&gt;
* [[Player::specialAbilityUnlock|Player::specialAbilityUnlock(playerModel)]]&lt;br /&gt;
* [[Player::canPedHear|Player::canPedHearPlayer(ped)]]&lt;br /&gt;
* [[Player::removeHelmet|Player::removeHelmet(p2)]]&lt;br /&gt;
* [[Player::setCanLeaveParachuteSmokeTrail|Player::setCanLeaveParachuteSmokeTrail(enabled)]]&lt;br /&gt;
* [[Player::specialAbilityChargeLarge|Player::specialAbilityChargeLarge(p1p2)]]&lt;br /&gt;
* [[Player::forceCleanupForThreadWithThisId|Player::forceCleanupForThreadWithThisId(id, cleanupFlags)]]&lt;br /&gt;
* [[Player::isPressingHorn|Player::isPressingHorn()]]&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[, cb])]]&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::isPauseMenuActive|Ui::isPauseMenuActive()]]&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;
*Functions:&lt;br /&gt;
* [[Globals::joaat|GameGlobals::joaat]]&lt;br /&gt;
*Properies:&lt;br /&gt;
* [[Client-side_functions#App|GameGlobals::app]]&lt;br /&gt;
* [[Client-side_functions#Audio|GameGlobals::audio]]&lt;br /&gt;
* [[Client-side_functions#Brain|GameGlobals::brain]]&lt;br /&gt;
* [[Client-side_functions#Cam|GameGlobals::cam]]&lt;br /&gt;
* [[Client-side_functions#Controls|GameGlobals::controls]]&lt;br /&gt;
* [[Client-side_functions#Cutscene|GameGlobals::cutscene]]&lt;br /&gt;
* [[Client-side_functions#Datafile|GameGlobals::datafile]]&lt;br /&gt;
* [[Client-side_functions#Decisionevent|GameGlobals::decisionevent]]&lt;br /&gt;
* [[Client-side_functions#Decorator|GameGlobals::decorator]]&lt;br /&gt;
* [[Client-side_functions#Dlc1|GameGlobals::dlc1]]&lt;br /&gt;
* [[Client-side_functions#Dlc2|GameGlobals::dlc2]]&lt;br /&gt;
* [[Client-side_functions#Entity|GameGlobals::entity]]&lt;br /&gt;
* [[Client-side_functions#Fire|GameGlobals::fire]]&lt;br /&gt;
* [[Client-side_functions#Gameplay|GameGlobals::gameplay]]&lt;br /&gt;
* [[Client-side_functions#Graphics|GameGlobals::graphics]]&lt;br /&gt;
* [[Client-side_functions#Interior|GameGlobals::interior]]&lt;br /&gt;
* [[Client-side_functions#Itemset|GameGlobals::itemset]]&lt;br /&gt;
* [[Client-side_functions#Mobile|GameGlobals::mobile]]&lt;br /&gt;
* [[Client-side_functions#Object|GameGlobals::object]]&lt;br /&gt;
* [[Client-side_functions#Pathfind|GameGlobals::pathfind]]&lt;br /&gt;
* [[Client-side_functions#Ped|GameGlobals::ped]]&lt;br /&gt;
* [[Client-side_functions#Player|GameGlobals::player]]&lt;br /&gt;
* [[Client-side_functions#Rope|GameGlobals::rope]]&lt;br /&gt;
* [[Client-side_functions#Script|GameGlobals::script]]&lt;br /&gt;
* [[Client-side_functions#Stats|GameGlobals::stats]]&lt;br /&gt;
* [[Client-side_functions#Streaming|GameGlobals::streaming]]&lt;br /&gt;
* [[Client-side_functions#System|GameGlobals::system]]&lt;br /&gt;
* [[Client-side_functions#Time|GameGlobals::time]]&lt;br /&gt;
* [[Client-side_functions#Ui|GameGlobals::ui]]&lt;br /&gt;
* [[Client-side_functions#Unk|GameGlobals::unk]]&lt;br /&gt;
* [[Client-side_functions#Recorder|GameGlobals::recorder]]&lt;br /&gt;
* [[Client-side_functions#Vehicle|GameGlobals::vehicle]]&lt;br /&gt;
* [[Client-side_functions#Water|GameGlobals::water]]&lt;br /&gt;
* [[Client-side_functions#Weapon|GameGlobals::weapon]]&lt;br /&gt;
* [[Client-side_functions#Worldprobe|GameGlobals::worldprobe]]&lt;br /&gt;
* [[Client-side_functions#Zone|GameGlobals::zone]]&lt;/div&gt;</summary>
		<author><name>Mos</name></author>
	</entry>
	<entry>
		<id>https://wiki.rage.mp/w/index.php?title=Player::setRunSprintMultiplierForPlayer&amp;diff=7615</id>
		<title>Player::setRunSprintMultiplierForPlayer</title>
		<link rel="alternate" type="text/html" href="https://wiki.rage.mp/w/index.php?title=Player::setRunSprintMultiplierForPlayer&amp;diff=7615"/>
		<updated>2017-10-24T13:54:42Z</updated>

		<summary type="html">&lt;p&gt;Mos: /* Syntax */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Multiplier goes up to 1.49 any value above will be completely overruled by the game and the multiplier will not take effect, this can be edited in memory however.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Just call it one time, it is not required to be called once every tick.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Note: At least the IDA method if you change the max float multiplier from 1.5 it will change it for both this and SWIM above. I say 1.5 as the function blrs if what you input is greater than or equal to 1.5 hence why it&#039;s 1.49 max default.&lt;br /&gt;
==Syntax==&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;javascript&amp;quot;&amp;gt;mp.game.player.setRunSprintMultiplierFor(multiplier);&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
=== Required Arguments ===&lt;br /&gt;
*&#039;&#039;&#039;multiplier:&#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_s_function_c}}&lt;br /&gt;
[[Category:Clientside API]]&lt;br /&gt;
[[Category:TODO: Example]]&lt;/div&gt;</summary>
		<author><name>Mos</name></author>
	</entry>
	<entry>
		<id>https://wiki.rage.mp/w/index.php?title=Player::setRunSprintMultiplierForPlayer&amp;diff=7614</id>
		<title>Player::setRunSprintMultiplierForPlayer</title>
		<link rel="alternate" type="text/html" href="https://wiki.rage.mp/w/index.php?title=Player::setRunSprintMultiplierForPlayer&amp;diff=7614"/>
		<updated>2017-10-24T13:53:54Z</updated>

		<summary type="html">&lt;p&gt;Mos: /* Syntax */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Multiplier goes up to 1.49 any value above will be completely overruled by the game and the multiplier will not take effect, this can be edited in memory however.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Just call it one time, it is not required to be called once every tick.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Note: At least the IDA method if you change the max float multiplier from 1.5 it will change it for both this and SWIM above. I say 1.5 as the function blrs if what you input is greater than or equal to 1.5 hence why it&#039;s 1.49 max default.&lt;br /&gt;
==Syntax==&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;javascript&amp;quot;&amp;gt;mp.game.setRunSprintMultiplierFor(multiplier);&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
=== Required Arguments ===&lt;br /&gt;
*&#039;&#039;&#039;multiplier:&#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_s_function_c}}&lt;br /&gt;
[[Category:Clientside API]]&lt;br /&gt;
[[Category:TODO: Example]]&lt;/div&gt;</summary>
		<author><name>Mos</name></author>
	</entry>
	<entry>
		<id>https://wiki.rage.mp/w/index.php?title=Player::setRunSprintMultiplierForPlayer&amp;diff=7613</id>
		<title>Player::setRunSprintMultiplierForPlayer</title>
		<link rel="alternate" type="text/html" href="https://wiki.rage.mp/w/index.php?title=Player::setRunSprintMultiplierForPlayer&amp;diff=7613"/>
		<updated>2017-10-24T13:53:27Z</updated>

		<summary type="html">&lt;p&gt;Mos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Multiplier goes up to 1.49 any value above will be completely overruled by the game and the multiplier will not take effect, this can be edited in memory however.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Just call it one time, it is not required to be called once every tick.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Note: At least the IDA method if you change the max float multiplier from 1.5 it will change it for both this and SWIM above. I say 1.5 as the function blrs if what you input is greater than or equal to 1.5 hence why it&#039;s 1.49 max default.&lt;br /&gt;
==Syntax==&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;javascript&amp;quot;&amp;gt;mp.game.player.setRunSprintMultiplierFor(multiplier);&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
=== Required Arguments ===&lt;br /&gt;
*&#039;&#039;&#039;multiplier:&#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;
{{Player_s_function_c}}&lt;br /&gt;
[[Category:Clientside API]]&lt;br /&gt;
[[Category:TODO: Example]]&lt;/div&gt;</summary>
		<author><name>Mos</name></author>
	</entry>
	<entry>
		<id>https://wiki.rage.mp/w/index.php?title=PlayerDeath&amp;diff=7507</id>
		<title>PlayerDeath</title>
		<link rel="alternate" type="text/html" href="https://wiki.rage.mp/w/index.php?title=PlayerDeath&amp;diff=7507"/>
		<updated>2017-10-15T19:46:16Z</updated>

		<summary type="html">&lt;p&gt;Mos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This event is triggered when a player dies.&lt;br /&gt;
&lt;br /&gt;
==Parameters==&lt;br /&gt;
* &#039;&#039;&#039;player&#039;&#039;&#039;  - player, which died.&lt;br /&gt;
* &#039;&#039;&#039;reason &#039;&#039;&#039; - cause of death player:&lt;br /&gt;
* &#039;&#039;&#039;killer&#039;&#039;&#039;  - who killed the player.&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
This example outputs chat message, when player dies.&lt;br /&gt;
&amp;lt;div class=&amp;quot;header&amp;quot; style=&amp;quot;background-color: #408DAE; color: #FFFFFF; border: 2px solid #408DAE;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin: 10px 10px 10px 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;syntaxhighlight lang=&amp;quot;javascript&amp;quot; style=&amp;quot;width: 98%; background-color: #E4F1FE;&amp;quot;&amp;gt;&lt;br /&gt;
function playerDeathHandler(player, reason, killer) {&lt;br /&gt;
   const deathName = player.name&lt;br /&gt;
   const killerName = killer.name&lt;br /&gt;
   const str = killerName + &amp;quot; killed: &amp;quot; + deathName + &amp;quot; Reason: &amp;quot; + reason&lt;br /&gt;
   mp.players.broadcast(str)&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
mp.events.add(&amp;quot;playerDeath&amp;quot;, playerDeathHandler);&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Player_events}}&lt;/div&gt;</summary>
		<author><name>Mos</name></author>
	</entry>
</feed>