Client-side functions: Difference between revisions

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==Event functions==
==Event functions==
{{Event_functions}}
{{Event_functions}}
**[[Events::callRemote]]
* [[Events::callRemote]]


==Vector3 functions==
==Vector3 functions==
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{{EntityPool_function}}
{{EntityPool_function}}
*Functions:
*Functions:
**Pool::atHandle
* Pool::atHandle


==WebBrowser functions==
==WebBrowser functions==
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==App==
==App==
**[[App::appGetFloat|App::appGetFloat(property)]]
* [[App::appGetFloat|App::appGetFloat(property)]]
**[[App::appSetFloat|App::appSetFloat(property, value)]]
* [[App::appSetFloat|App::appSetFloat(property, value)]]
**[[App::appSetBlock|App::appSetBlock(blockName)]]
* [[App::appSetBlock|App::appSetBlock(blockName)]]
**[[App::appSetString|App::appSetString(property, value)]]
* [[App::appSetString|App::appSetString(property, value)]]
**[[App::appDeleteAppData|App::appDeleteAppData(appName)]]
* [[App::appDeleteAppData|App::appDeleteAppData(appName)]]
**[[App::appSetInt|App::appSetInt(property, value)]]
* [[App::appSetInt|App::appSetInt(property, value)]]
**[[App::appGetString|App::appGetString(property)]]
* [[App::appGetString|App::appGetString(property)]]
**[[App::appHasSyncedData|App::appHasSyncedData(appName)]]
* [[App::appHasSyncedData|App::appHasSyncedData(appName)]]
**[[App::appSetApp|App::appSetApp(appName)]]
* [[App::appSetApp|App::appSetApp(appName)]]
**[[App::appGetInt|App::appGetInt(property)]]
* [[App::appGetInt|App::appGetInt(property)]]


==Audio==
==Audio==
**[[Audio::startAudioScene|Audio::startAudioScene(sceneName)]]
* [[Audio::startAudioScene|Audio::startAudioScene(sceneName)]]
**[[Audio::isAmbientZoneEnabled|Audio::isAmbientZoneEnabled(ambientZone)]]
* [[Audio::isAmbientZoneEnabled|Audio::isAmbientZoneEnabled(ambientZone)]]
**[[Audio::getVehicleDefaultHorn|Audio::getVehicleDefaultHorn(veh)]]
* [[Audio::getVehicleDefaultHorn|Audio::getVehicleDefaultHorn(veh)]]
**[[Audio::prepareSynchronizedAudioEventForScene|Audio::prepareSynchronizedAudioEventForScene(p0, p1)]]
* [[Audio::prepareSynchronizedAudioEventForScene|Audio::prepareSynchronizedAudioEventForScene(p0, p1)]]
**[[Audio::startAlarm|Audio::startAlarm(alarmName, p2)]]
* [[Audio::startAlarm|Audio::startAlarm(alarmName, p2)]]
**[[Audio::setMobileRadioEnabledDuringGameplay|Audio::setMobileRadioEnabledDuringGameplay(Toggle)]]
* [[Audio::setMobileRadioEnabledDuringGameplay|Audio::setMobileRadioEnabledDuringGameplay(Toggle)]]
**[[Audio::clearAmbientZoneListState|Audio::clearAmbientZoneListState(p0, p1)]]
* [[Audio::clearAmbientZoneListState|Audio::clearAmbientZoneListState(p0, p1)]]
**[[Audio::overrideTrevorRage|Audio::overrideTrevorRage(p0)]]
* [[Audio::overrideTrevorRage|Audio::overrideTrevorRage(p0)]]
**[[Audio::setUserRadioControlEnabled|Audio::setUserRadioControlEnabled(p0)]]
* [[Audio::setUserRadioControlEnabled|Audio::setUserRadioControlEnabled(p0)]]
**[[Audio::setAmbientZoneStatePersistent|Audio::setAmbientZoneStatePersistent(ambientZone, p1, p2)]]
* [[Audio::setAmbientZoneStatePersistent|Audio::setAmbientZoneStatePersistent(ambientZone, p1, p2)]]
**[[Audio::prepareMusicEvent|Audio::prepareMusicEvent(eventName)]]
* [[Audio::prepareMusicEvent|Audio::prepareMusicEvent(eventName)]]
**[[Audio::loadStream|Audio::loadStream(streamName, soundSet)]]
* [[Audio::loadStream|Audio::loadStream(streamName, soundSet)]]
**[[Audio::specialFrontendEqual|Audio::specialFrontendEqual(x, y, z)]]
* [[Audio::specialFrontendEqual|Audio::specialFrontendEqual(x, y, z)]]
**[[Audio::clearAmbientZoneState|Audio::clearAmbientZoneState(p0, p1)]]
* [[Audio::clearAmbientZoneState|Audio::clearAmbientZoneState(p0, p1)]]
**[[Audio::isAlarmPlaying|Audio::isAlarmPlaying(alarmName)]]
* [[Audio::isAlarmPlaying|Audio::isAlarmPlaying(alarmName)]]
**[[Audio::startScriptPhoneConversation|Audio::startScriptPhoneConversation(p0, p1)]]
* [[Audio::startScriptPhoneConversation|Audio::startScriptPhoneConversation(p0, p1)]]
**[[Audio::getNetworkIdFromSoundId|Audio::getNetworkIdFromSoundId(soundId)]]
* [[Audio::getNetworkIdFromSoundId|Audio::getNetworkIdFromSoundId(soundId)]]
**[[Audio::stopAllAlarms|Audio::stopAllAlarms(stop)]]
* [[Audio::stopAllAlarms|Audio::stopAllAlarms(stop)]]
**[[Audio::requestScriptAudioBank|Audio::requestScriptAudioBank(p0, p1)]]
* [[Audio::requestScriptAudioBank|Audio::requestScriptAudioBank(p0, p1)]]
**[[Audio::setVariableOnStream|Audio::setVariableOnStream(p0, p1)]]
* [[Audio::setVariableOnStream|Audio::setVariableOnStream(p0, p1)]]
**[[Audio::freezeRadioStation|Audio::freezeRadioStation(radioStation)]]
* [[Audio::freezeRadioStation|Audio::freezeRadioStation(radioStation)]]
**[[Audio::playAmbientSpeechWithVoice|Audio::playAmbientSpeechWithVoice(p0, speechName, voiceName, speechParam, p4)]]
* [[Audio::playAmbientSpeechWithVoice|Audio::playAmbientSpeechWithVoice(p0, speechName, voiceName, speechParam, p4)]]
**[[Audio::releaseSoundId|Audio::releaseSoundId(soundId)]]
* [[Audio::releaseSoundId|Audio::releaseSoundId(soundId)]]
**[[Audio::setAggressiveHorns|Audio::setAggressiveHorns(toggle)]]
* [[Audio::setAggressiveHorns|Audio::setAggressiveHorns(toggle)]]
**[[Audio::setStaticEmitterEnabled|Audio::setStaticEmitterEnabled(emitterName, toggle)]]
* [[Audio::setStaticEmitterEnabled|Audio::setStaticEmitterEnabled(emitterName, toggle)]]
**[[Audio::preloadScriptConversation|Audio::preloadScriptConversation(p0, p1, p2, p3)]]
* [[Audio::preloadScriptConversation|Audio::preloadScriptConversation(p0, p1, p2, p3)]]
**[[Audio::setCutsceneAudioOverride|Audio::setCutsceneAudioOverride(p0)]]
* [[Audio::setCutsceneAudioOverride|Audio::setCutsceneAudioOverride(p0)]]
**[[Audio::setGpsActive|Audio::setGpsActive(active)]]
* [[Audio::setGpsActive|Audio::setGpsActive(active)]]
**[[Audio::loadStreamWithStartOffset|Audio::loadStreamWithStartOffset(streamName, startOffset, soundSet)]]
* [[Audio::loadStreamWithStartOffset|Audio::loadStreamWithStartOffset(streamName, startOffset, soundSet)]]
**[[Audio::cancelMusicEvent|Audio::cancelMusicEvent(eventName)]]
* [[Audio::cancelMusicEvent|Audio::cancelMusicEvent(eventName)]]
**[[Audio::preloadScriptPhoneConversation|Audio::preloadScriptPhoneConversation(p0, p1)]]
* [[Audio::preloadScriptPhoneConversation|Audio::preloadScriptPhoneConversation(p0, p1)]]
**[[Audio::getNumberOfPassengerVoiceVariations|Audio::getNumberOfPassengerVoiceVariations(p0)]]
* [[Audio::getNumberOfPassengerVoiceVariations|Audio::getNumberOfPassengerVoiceVariations(p0)]]
**[[Audio::playSoundFrontend|Audio::playSoundFrontend(soundId, audioName, audioRef, p3)]]
* [[Audio::playSoundFrontend|Audio::playSoundFrontend(soundId, audioName, audioRef, p3)]]
**[[Audio::startScriptConversation|Audio::startScriptConversation(p0, p1, p2, p3)]]
* [[Audio::startScriptConversation|Audio::startScriptConversation(p0, p1, p2, p3)]]
**[[Audio::triggerMusicEvent|Audio::triggerMusicEvent(eventName)]]
* [[Audio::triggerMusicEvent|Audio::triggerMusicEvent(eventName)]]
**[[Audio::requestMissionAudioBank|Audio::requestMissionAudioBank(p0, p1)]]
* [[Audio::requestMissionAudioBank|Audio::requestMissionAudioBank(p0, p1)]]
**[[Audio::getSoundIdFromNetworkId|Audio::getSoundIdFromNetworkId(netId)]]
* [[Audio::getSoundIdFromNetworkId|Audio::getSoundIdFromNetworkId(netId)]]
**[[Audio::releaseNamedScriptAudioBank|Audio::releaseNamedScriptAudioBank(audioBank)]]
* [[Audio::releaseNamedScriptAudioBank|Audio::releaseNamedScriptAudioBank(audioBank)]]
**[[Audio::playSound|Audio::playSound(soundId, audioName, audioRef, p3, p4, p5)]]
* [[Audio::playSound|Audio::playSound(soundId, audioName, audioRef, p3, p4, p5)]]
**[[Audio::pauseScriptedConversation|Audio::pauseScriptedConversation(p0)]]
* [[Audio::pauseScriptedConversation|Audio::pauseScriptedConversation(p0)]]
**[[Audio::setInitialPlayerStation|Audio::setInitialPlayerStation(radioStation)]]
* [[Audio::setInitialPlayerStation|Audio::setInitialPlayerStation(radioStation)]]
**[[Audio::playSynchronizedAudioEvent|Audio::playSynchronizedAudioEvent(p0)]]
* [[Audio::playSynchronizedAudioEvent|Audio::playSynchronizedAudioEvent(p0)]]
**[[Audio::findRadioStationIndex|Audio::findRadioStationIndex(station)]]
* [[Audio::findRadioStationIndex|Audio::findRadioStationIndex(station)]]
**[[Audio::playSoundFromCoord|Audio::playSoundFromCoord(soundId, audioName, x, y, z, audioRef, p6, p7, p8)]]
* [[Audio::playSoundFromCoord|Audio::playSoundFromCoord(soundId, audioName, x, y, z, audioRef, p6, p7, p8)]]
**[[Audio::hintAmbientAudioBank|Audio::hintAmbientAudioBank(p0, p1)]]
* [[Audio::hintAmbientAudioBank|Audio::hintAmbientAudioBank(p0, p1)]]
**[[Audio::isAmbientSpeechPlaying|Audio::isAmbientSpeechPlaying(p0)]]
* [[Audio::isAmbientSpeechPlaying|Audio::isAmbientSpeechPlaying(p0)]]
**[[Audio::stopSynchronizedAudioEvent|Audio::stopSynchronizedAudioEvent(p0)]]
* [[Audio::stopSynchronizedAudioEvent|Audio::stopSynchronizedAudioEvent(p0)]]
**[[Audio::setSynchronizedAudioEventPositionThisFrame|Audio::setSynchronizedAudioEventPositionThisFrame(p0, p1)]]
* [[Audio::setSynchronizedAudioEventPositionThisFrame|Audio::setSynchronizedAudioEventPositionThisFrame(p0, p1)]]
**[[Audio::addPedToConversation|Audio::addPedToConversation(p0, p1, p2)]]
* [[Audio::addPedToConversation|Audio::addPedToConversation(p0, p1, p2)]]
**[[Audio::setAmbientZoneListState|Audio::setAmbientZoneListState(p0, p1, p2)]]
* [[Audio::setAmbientZoneListState|Audio::setAmbientZoneListState(p0, p1, p2)]]
**[[Audio::prepareAlarm|Audio::prepareAlarm(alarmName)]]
* [[Audio::prepareAlarm|Audio::prepareAlarm(alarmName)]]
**[[Audio::interruptConversation|Audio::interruptConversation(p0, p1, p2)]]
* [[Audio::interruptConversation|Audio::interruptConversation(p0, p1, p2)]]
**[[Audio::stopAlarm|Audio::stopAlarm(alarmName, toggle)]]
* [[Audio::stopAlarm|Audio::stopAlarm(alarmName, toggle)]]
**[[Audio::stopSound|Audio::stopSound(soundId)]]
* [[Audio::stopSound|Audio::stopSound(soundId)]]
**[[Audio::setRadioToStationIndex|Audio::setRadioToStationIndex(radioStation)]]
* [[Audio::setRadioToStationIndex|Audio::setRadioToStationIndex(radioStation)]]
**[[Audio::setEmitterRadioStation|Audio::setEmitterRadioStation(emitterName, radioStation)]]
* [[Audio::setEmitterRadioStation|Audio::setEmitterRadioStation(emitterName, radioStation)]]
**[[Audio::setVariableOnSound|Audio::setVariableOnSound(soundId, p1, p2)]]
* [[Audio::setVariableOnSound|Audio::setVariableOnSound(soundId, p1, p2)]]
**[[Audio::playMissionCompleteAudio|Audio::playMissionCompleteAudio(audioName)]]
* [[Audio::playMissionCompleteAudio|Audio::playMissionCompleteAudio(audioName)]]
**[[Audio::unlockMissionNewsStory|Audio::unlockMissionNewsStory(newsStory)]]
* [[Audio::unlockMissionNewsStory|Audio::unlockMissionNewsStory(newsStory)]]
**[[Audio::getRadioStationName|Audio::getRadioStationName(radioStation)]]
* [[Audio::getRadioStationName|Audio::getRadioStationName(radioStation)]]
**[[Audio::setRadioTrack|Audio::setRadioTrack(radioStation, radioTrack)]]
* [[Audio::setRadioTrack|Audio::setRadioTrack(radioStation, radioTrack)]]
**[[Audio::isAudioSceneActive|Audio::isAudioSceneActive(scene)]]
* [[Audio::isAudioSceneActive|Audio::isAudioSceneActive(scene)]]
**[[Audio::setMicrophonePosition|Audio::setMicrophonePosition(p0, x1, y1, z1, x2, y2, z2, x3, y3, z3)]]
* [[Audio::setMicrophonePosition|Audio::setMicrophonePosition(p0, x1, y1, z1, x2, y2, z2, x3, y3, z3)]]
**[[Audio::stopCurrentPlayingAmbientSpeech|Audio::stopCurrentPlayingAmbientSpeech(p0)]]
* [[Audio::stopCurrentPlayingAmbientSpeech|Audio::stopCurrentPlayingAmbientSpeech(p0)]]
**[[Audio::setAudioFlag|Audio::setAudioFlag(flagName, toggle)]]
* [[Audio::setAudioFlag|Audio::setAudioFlag(flagName, toggle)]]
**[[Audio::playPain|Audio::playPain(painID, p1, p2)]]
* [[Audio::playPain|Audio::playPain(painID, p1, p2)]]
**[[Audio::getPlayerHeadsetSoundAlternate|Audio::getPlayerHeadsetSoundAlternate(p0, p1)]]
* [[Audio::getPlayerHeadsetSoundAlternate|Audio::getPlayerHeadsetSoundAlternate(p0, p1)]]
**[[Audio::setAmbientZoneState|Audio::setAmbientZoneState(p0, p1, p2)]]
* [[Audio::setAmbientZoneState|Audio::setAmbientZoneState(p0, p1, p2)]]
**[[Audio::setMobilePhoneRadioState|Audio::setMobilePhoneRadioState(state)]]
* [[Audio::setMobilePhoneRadioState|Audio::setMobilePhoneRadioState(state)]]
**[[Audio::setRadioAutoUnfreeze|Audio::setRadioAutoUnfreeze(p0)]]
* [[Audio::setRadioAutoUnfreeze|Audio::setRadioAutoUnfreeze(p0)]]
**[[Audio::addLineToConversation|Audio::addLineToConversation(p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, p12)]]
* [[Audio::addLineToConversation|Audio::addLineToConversation(p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, p12)]]
**[[Audio::setRadioToStationName|Audio::setRadioToStationName(stationName)]]
* [[Audio::setRadioToStationName|Audio::setRadioToStationName(stationName)]]
**[[Audio::registerScriptWithAudio|Audio::registerScriptWithAudio(p0)]]
* [[Audio::registerScriptWithAudio|Audio::registerScriptWithAudio(p0)]]
**[[Audio::prepareSynchronizedAudioEvent|Audio::prepareSynchronizedAudioEvent(p0, p1)]]
* [[Audio::prepareSynchronizedAudioEvent|Audio::prepareSynchronizedAudioEvent(p0, p1)]]
**[[Audio::setAnimalMood|Audio::setAnimalMood(p0, p1)]]
* [[Audio::setAnimalMood|Audio::setAnimalMood(p0, p1)]]
**[[Audio::isScriptedSpeechPlaying|Audio::isScriptedSpeechPlaying(p0)]]
* [[Audio::isScriptedSpeechPlaying|Audio::isScriptedSpeechPlaying(p0)]]
**[[Audio::playEndCreditsMusic|Audio::playEndCreditsMusic(play)]]
* [[Audio::playEndCreditsMusic|Audio::playEndCreditsMusic(play)]]
**[[Audio::stopScriptedConversation|Audio::stopScriptedConversation(p0)]]
* [[Audio::stopScriptedConversation|Audio::stopScriptedConversation(p0)]]
**[[Audio::stopAudioScene|Audio::stopAudioScene(scene)]]
* [[Audio::stopAudioScene|Audio::stopAudioScene(scene)]]
**[[Audio::playPoliceReport|Audio::playPoliceReport(name, p1)]]
* [[Audio::playPoliceReport|Audio::playPoliceReport(name, p1)]]
**[[Audio::playSoundFromEntity|Audio::playSoundFromEntity(soundId, audioName, entity, audioRef, p4, p5)]]
* [[Audio::playSoundFromEntity|Audio::playSoundFromEntity(soundId, audioName, entity, audioRef, p4, p5)]]
**[[Audio::setPlayerAngry|Audio::setPlayerAngry(playerPed, disabled)]]
* [[Audio::setPlayerAngry|Audio::setPlayerAngry(playerPed, disabled)]]
**[[Audio::playStreamFromObject|Audio::playStreamFromObject(object)]]
* [[Audio::playStreamFromObject|Audio::playStreamFromObject(object)]]
**[[Audio::playAmbientSpeechAtCoords|Audio::playAmbientSpeechAtCoords(p0, p1, p2, p3, p4, p5)]]
* [[Audio::playAmbientSpeechAtCoords|Audio::playAmbientSpeechAtCoords(p0, p1, p2, p3, p4, p5)]]
**[[Audio::setAudioSceneVariable|Audio::setAudioSceneVariable(p0, p1, p2)]]
* [[Audio::setAudioSceneVariable|Audio::setAudioSceneVariable(p0, p1, p2)]]
**[[Audio::overrideUnderwaterStream|Audio::overrideUnderwaterStream(p0, p1)]]
* [[Audio::overrideUnderwaterStream|Audio::overrideUnderwaterStream(p0, p1)]]
**[[Audio::setAmbientZoneListStatePersistent|Audio::setAmbientZoneListStatePersistent(ambientZone, p1, p2)]]
* [[Audio::setAmbientZoneListStatePersistent|Audio::setAmbientZoneListStatePersistent(ambientZone, p1, p2)]]
**[[Audio::resetPedAudioFlags|Audio::resetPedAudioFlags(p0)]]
* [[Audio::resetPedAudioFlags|Audio::resetPedAudioFlags(p0)]]
**[[Audio::setFrontendRadioActive|Audio::setFrontendRadioActive(active)]]
* [[Audio::setFrontendRadioActive|Audio::setFrontendRadioActive(active)]]
**[[Audio::playPedRingtone|Audio::playPedRingtone(ringtoneName, ped, p2)]]
* [[Audio::playPedRingtone|Audio::playPedRingtone(ringtoneName, ped, p2)]]
**[[Audio::hintScriptAudioBank|Audio::hintScriptAudioBank(p0, p1)]]
* [[Audio::hintScriptAudioBank|Audio::hintScriptAudioBank(p0, p1)]]
**[[Audio::unfreezeRadioStation|Audio::unfreezeRadioStation(radioStation)]]
* [[Audio::unfreezeRadioStation|Audio::unfreezeRadioStation(radioStation)]]
**[[Audio::hasSoundFinished|Audio::hasSoundFinished(soundId)]]
* [[Audio::hasSoundFinished|Audio::hasSoundFinished(soundId)]]
**[[Audio::requestAmbientAudioBank|Audio::requestAmbientAudioBank(p0, p1)]]
* [[Audio::requestAmbientAudioBank|Audio::requestAmbientAudioBank(p0, p1)]]


==Brain==
==Brain==
**[[Brain::registerObjectScriptBrain|Brain::registerObjectScriptBrain(scriptName, p1, p2, p3, p4, p5)]]
* [[Brain::registerObjectScriptBrain|Brain::registerObjectScriptBrain(scriptName, p1, p2, p3, p4, p5)]]
**[[Brain::disableScriptBrainSet|Brain::disableScriptBrainSet(brainSet)]]
* [[Brain::disableScriptBrainSet|Brain::disableScriptBrainSet(brainSet)]]
**[[Brain::registerWorldPointScriptBrain|Brain::registerWorldPointScriptBrain(p0, p1, p2)]]
* [[Brain::registerWorldPointScriptBrain|Brain::registerWorldPointScriptBrain(p0, p1, p2)]]
**[[Brain::addScriptToRandomPed|Brain::addScriptToRandomPed(name, model, p2, p3)]]
* [[Brain::addScriptToRandomPed|Brain::addScriptToRandomPed(name, model, p2, p3)]]
**[[Brain::enableScriptBrainSet|Brain::enableScriptBrainSet(brainSet)]]
* [[Brain::enableScriptBrainSet|Brain::enableScriptBrainSet(brainSet)]]
**[[Brain::isObjectWithinBrainActivationRange|Brain::isObjectWithinBrainActivationRange(object)]]
* [[Brain::isObjectWithinBrainActivationRange|Brain::isObjectWithinBrainActivationRange(object)]]


==Cam==
==Cam==
**[[Cam::isCamSplinePaused|Cam::isCamSplinePaused(p0)]]
* [[Cam::isCamSplinePaused|Cam::isCamSplinePaused(p0)]]
**[[Cam::renderScriptCams|Cam::renderScriptCams(render, ease, easeTime, p3, p4)]]
* [[Cam::renderScriptCams|Cam::renderScriptCams(render, ease, easeTime, p3, p4)]]
**[[Cam::stopGameplayCamShaking|Cam::stopGameplayCamShaking(p0)]]
* [[Cam::stopGameplayCamShaking|Cam::stopGameplayCamShaking(p0)]]
**[[Cam::setGameplayCamRawYaw|Cam::setGameplayCamRawYaw(yaw)]]
* [[Cam::setGameplayCamRawYaw|Cam::setGameplayCamRawYaw(yaw)]]
**[[Cam::setCamSplineDuration|Cam::setCamSplineDuration(cam, timeDuration)]]
* [[Cam::setCamSplineDuration|Cam::setCamSplineDuration(cam, timeDuration)]]
**[[Cam::setGameplayEntityHint|Cam::setGameplayEntityHint(p0, p1, p2, p3, p4, p5, p6, p7, p8)]]
* [[Cam::setGameplayEntityHint|Cam::setGameplayEntityHint(p0, p1, p2, p3, p4, p5, p6, p7, p8)]]
**[[Cam::setFollowVehicleCamZoomLevel|Cam::setFollowVehicleCamZoomLevel(zoomLevel)]]
* [[Cam::setFollowVehicleCamZoomLevel|Cam::setFollowVehicleCamZoomLevel(zoomLevel)]]
**[[Cam::stopCinematicCamShaking|Cam::stopCinematicCamShaking(p0)]]
* [[Cam::stopCinematicCamShaking|Cam::stopCinematicCamShaking(p0)]]
**[[Cam::setCamSplinePhase|Cam::setCamSplinePhase(cam, p1)]]
* [[Cam::setCamSplinePhase|Cam::setCamSplinePhase(cam, p1)]]
**[[Cam::setGameplayPedHint|Cam::setGameplayPedHint(p0, x1, y1, z1, p4, p5, p6, p7)]]
* [[Cam::setGameplayPedHint|Cam::setGameplayPedHint(p0, x1, y1, z1, p4, p5, p6, p7)]]
**[[Cam::overrideCamSplineVelocity|Cam::overrideCamSplineVelocity(cam, p1, p2, p3)]]
* [[Cam::overrideCamSplineVelocity|Cam::overrideCamSplineVelocity(cam, p1, p2, p3)]]
**[[Cam::setFollowPedCamCutsceneChat|Cam::setFollowPedCamCutsceneChat(p0, p1)]]
* [[Cam::setFollowPedCamCutsceneChat|Cam::setFollowPedCamCutsceneChat(p0, p1)]]
**[[Cam::setGameplayHintFov|Cam::setGameplayHintFov(FOV)]]
* [[Cam::setGameplayHintFov|Cam::setGameplayHintFov(FOV)]]
**[[Cam::setCinematicButtonActive|Cam::setCinematicButtonActive(p0)]]
* [[Cam::setCinematicButtonActive|Cam::setCinematicButtonActive(p0)]]
**[[Cam::setFollowPedCamViewMode|Cam::setFollowPedCamViewMode(viewMode)]]
* [[Cam::setFollowPedCamViewMode|Cam::setFollowPedCamViewMode(viewMode)]]
**[[Cam::getGameplayCamRot|Cam::getGameplayCamRot(p0)]]
* [[Cam::getGameplayCamRot|Cam::getGameplayCamRot(p0)]]
**[[Cam::createCamera|Cam::createCamera(camHash, p1)]]
* [[Cam::createCamera|Cam::createCamera(camHash, p1)]]
**[[Cam::createCameraWithParams|Cam::createCameraWithParams(camHash, posX, posY, posZ, rotX, rotY, rotZ, fov, p8, p9)]]
* [[Cam::createCameraWithParams|Cam::createCameraWithParams(camHash, posX, posY, posZ, rotX, rotY, rotZ, fov, p8, p9)]]
**[[Cam::setGameplayCamRelativePitch|Cam::setGameplayCamRelativePitch(x, Value2)]]
* [[Cam::setGameplayCamRelativePitch|Cam::setGameplayCamRelativePitch(x, Value2)]]
**[[Cam::createCinematicShot|Cam::createCinematicShot(p0, p1, p2, entity)]]
* [[Cam::createCinematicShot|Cam::createCinematicShot(p0, p1, p2, entity)]]
**[[Cam::setGameplayCamRawPitch|Cam::setGameplayCamRawPitch(pitch)]]
* [[Cam::setGameplayCamRawPitch|Cam::setGameplayCamRawPitch(pitch)]]
**[[Cam::stopCinematicShot|Cam::stopCinematicShot(p0)]]
* [[Cam::stopCinematicShot|Cam::stopCinematicShot(p0)]]
**[[Cam::overrideCamSplineMotionBlur|Cam::overrideCamSplineMotionBlur(p0, p1, p2, p3)]]
* [[Cam::overrideCamSplineMotionBlur|Cam::overrideCamSplineMotionBlur(p0, p1, p2, p3)]]
**[[Cam::setCamEffect|Cam::setCamEffect(p0)]]
* [[Cam::setCamEffect|Cam::setCamEffect(p0)]]
**[[Cam::getGameplayCamRot|Cam::getGameplayCamRot(p0)]]
* [[Cam::getGameplayCamRot|Cam::getGameplayCamRot(p0)]]
**[[Cam::setGameplayObjectHint|Cam::setGameplayObjectHint(p0, p1, p2, p3, p4, p5, p6, p7)]]
* [[Cam::setGameplayObjectHint|Cam::setGameplayObjectHint(p0, p1, p2, p3, p4, p5, p6, p7)]]
**[[Cam::addCamSplineNode|Cam::addCamSplineNode(camera, x, y, z, xRot, yRot, zRot, length, p8, p9)]]
* [[Cam::addCamSplineNode|Cam::addCamSplineNode(camera, x, y, z, xRot, yRot, zRot, length, p8, p9)]]
**[[Cam::doScreenFadeOut|Cam::doScreenFadeOut(duration)]]
* [[Cam::doScreenFadeOut|Cam::doScreenFadeOut(duration)]]
**[[Cam::destroyAllCams|Cam::destroyAllCams(destroy)]]
* [[Cam::destroyAllCams|Cam::destroyAllCams(destroy)]]
**[[Cam::clampGameplayCamYaw|Cam::clampGameplayCamYaw(minimum, maximum)]]
* [[Cam::clampGameplayCamYaw|Cam::clampGameplayCamYaw(minimum, maximum)]]
**[[Cam::setTimeIdleDrop|Cam::setTimeIdleDrop(p0, p1)]]
* [[Cam::setTimeIdleDrop|Cam::setTimeIdleDrop(p0, p1)]]
**[[Cam::setGameplayVehicleHint|Cam::setGameplayVehicleHint(p0, p1, p2, p3, p4, p5, p6, p7)]]
* [[Cam::setGameplayVehicleHint|Cam::setGameplayVehicleHint(p0, p1, p2, p3, p4, p5, p6, p7)]]
**[[Cam::clampGameplayCamPitch|Cam::clampGameplayCamPitch(minimum, maximum)]]
* [[Cam::clampGameplayCamPitch|Cam::clampGameplayCamPitch(minimum, maximum)]]
**[[Cam::setGameplayCamShakeAmplitude|Cam::setGameplayCamShakeAmplitude(amplitude)]]
* [[Cam::setGameplayCamShakeAmplitude|Cam::setGameplayCamShakeAmplitude(amplitude)]]
**[[Cam::setFollowVehicleCamViewMode|Cam::setFollowVehicleCamViewMode(viewMode)]]
* [[Cam::setFollowVehicleCamViewMode|Cam::setFollowVehicleCamViewMode(viewMode)]]
**[[Cam::getCamSplineNodeIndex|Cam::getCamSplineNodeIndex(cam)]]
* [[Cam::getCamSplineNodeIndex|Cam::getCamSplineNodeIndex(cam)]]
**[[Cam::setGameplayCamRelativeHeading|Cam::setGameplayCamRelativeHeading(heading)]]
* [[Cam::setGameplayCamRelativeHeading|Cam::setGameplayCamRelativeHeading(heading)]]
**[[Cam::createCamWithParams|Cam::createCamWithParams(camName, posX, posY, posZ, rotX, rotY, rotZ, fov, p8, p9)]]
* [[Cam::createCamWithParams|Cam::createCamWithParams(camName, posX, posY, posZ, rotX, rotY, rotZ, fov, p8, p9)]]
**[[Cam::createCam|Cam::createCam(camName, p1)]]
* [[Cam::createCam|Cam::createCam(camName, p1)]]
**[[Cam::setCinematicCamShakeAmplitude|Cam::setCinematicCamShakeAmplitude(p0)]]
* [[Cam::setCinematicCamShakeAmplitude|Cam::setCinematicCamShakeAmplitude(p0)]]
**[[Cam::isCinematicShotActive|Cam::isCinematicShotActive(p0)]]
* [[Cam::isCinematicShotActive|Cam::isCinematicShotActive(p0)]]
**[[Cam::doScreenFadeIn|Cam::doScreenFadeIn(duration)]]
* [[Cam::doScreenFadeIn|Cam::doScreenFadeIn(duration)]]
**[[Cam::setGameplayCoordHint|Cam::setGameplayCoordHint(p0, p1, p2, p3, p4, p5, p6)]]
* [[Cam::setGameplayCoordHint|Cam::setGameplayCoordHint(p0, p1, p2, p3, p4, p5, p6)]]
**[[Cam::getCamSplineNodePhase|Cam::getCamSplineNodePhase(p0)]]
* [[Cam::getCamSplineNodePhase|Cam::getCamSplineNodePhase(p0)]]
**[[Cam::setWidescreenBorders|Cam::setWidescreenBorders(p0, p1)]]
* [[Cam::setWidescreenBorders|Cam::setWidescreenBorders(p0, p1)]]
**[[Cam::shakeCinematicCam|Cam::shakeCinematicCam(p0, p1)]]
* [[Cam::shakeCinematicCam|Cam::shakeCinematicCam(p0, p1)]]
**[[Cam::setCinematicModeActive|Cam::setCinematicModeActive(p0)]]
* [[Cam::setCinematicModeActive|Cam::setCinematicModeActive(p0)]]
**[[Cam::animateGameplayCamZoom|Cam::animateGameplayCamZoom(p0, distance)]]
* [[Cam::animateGameplayCamZoom|Cam::animateGameplayCamZoom(p0, distance)]]
**[[Cam::playSynchronizedCamAnim|Cam::playSynchronizedCamAnim(p0, p1, animName, animDictionary)]]
* [[Cam::playSynchronizedCamAnim|Cam::playSynchronizedCamAnim(p0, p1, animName, animDictionary)]]
**[[Cam::isSphereVisible|Cam::isSphereVisible(x, y, z, radius)]]
* [[Cam::isSphereVisible|Cam::isSphereVisible(x, y, z, radius)]]
**[[Cam::getIsMultiplayerBrief|Cam::getIsMultiplayerBrief(p0)]]
* [[Cam::getIsMultiplayerBrief|Cam::getIsMultiplayerBrief(p0)]]
**[[Cam::stopGameplayHint|Cam::stopGameplayHint(p0)]]
* [[Cam::stopGameplayHint|Cam::stopGameplayHint(p0)]]
**[[Cam::shakeGameplayCam|Cam::shakeGameplayCam(shakeName, intensity)]]
* [[Cam::shakeGameplayCam|Cam::shakeGameplayCam(shakeName, intensity)]]


==Controls==
==Controls==
**[[Controls::getControlActionName|Controls::getControlActionName(inputGroup, control, p2)]]
* [[Controls::getControlActionName|Controls::getControlActionName(inputGroup, control, p2)]]
**[[Controls::getDisabledControlNormal|Controls::getDisabledControlNormal(inputGroup, control)]]
* [[Controls::getDisabledControlNormal|Controls::getDisabledControlNormal(inputGroup, control)]]
**[[Controls::isInputJustDisabled|Controls::isInputJustDisabled(inputGroup)]]
* [[Controls::isInputJustDisabled|Controls::isInputJustDisabled(inputGroup)]]
**[[Controls::isControlEnabled|Controls::isControlEnabled(inputGroup, control)]]
* [[Controls::isControlEnabled|Controls::isControlEnabled(inputGroup, control)]]
**[[Controls::isDisabledControlJustReleased|Controls::isDisabledControlJustReleased(inputGroup, control)]]
* [[Controls::isDisabledControlJustReleased|Controls::isDisabledControlJustReleased(inputGroup, control)]]
**[[Controls::enableControlAction|Controls::enableControlAction(inputGroup, control, enable)]]
* [[Controls::enableControlAction|Controls::enableControlAction(inputGroup, control, enable)]]
**[[Controls::stopPadShake|Controls::stopPadShake(p0)]]
* [[Controls::stopPadShake|Controls::stopPadShake(p0)]]
**[[Controls::setPadShake|Controls::setPadShake(p0, duration, frequency)]]
* [[Controls::setPadShake|Controls::setPadShake(p0, duration, frequency)]]
**[[Controls::isControlJustReleased|Controls::isControlJustReleased(inputGroup, control)]]
* [[Controls::isControlJustReleased|Controls::isControlJustReleased(inputGroup, control)]]
**[[Controls::isControlJustPressed|Controls::isControlJustPressed(inputGroup, control)]]
* [[Controls::isControlJustPressed|Controls::isControlJustPressed(inputGroup, control)]]
**[[Controls::disableAllControlActions|Controls::disableAllControlActions(inputGroup)]]
* [[Controls::disableAllControlActions|Controls::disableAllControlActions(inputGroup)]]
**[[Controls::isControlReleased|Controls::isControlReleased(inputGroup, control)]]
* [[Controls::isControlReleased|Controls::isControlReleased(inputGroup, control)]]
**[[Controls::setPlayerpadShakesWhenControllerDisabled|Controls::setPlayerpadShakesWhenControllerDisabled(toggle)]]
* [[Controls::setPlayerpadShakesWhenControllerDisabled|Controls::setPlayerpadShakesWhenControllerDisabled(toggle)]]
**[[Controls::isDisabledControlJustPressed|Controls::isDisabledControlJustPressed(inputGroup, control)]]
* [[Controls::isDisabledControlJustPressed|Controls::isDisabledControlJustPressed(inputGroup, control)]]
**[[Controls::isInputDisabled|Controls::isInputDisabled(inputGroup)]]
* [[Controls::isInputDisabled|Controls::isInputDisabled(inputGroup)]]
**[[Controls::enableAllControlActions|Controls::enableAllControlActions(inputGroup)]]
* [[Controls::enableAllControlActions|Controls::enableAllControlActions(inputGroup)]]
**[[Controls::getControlValue|Controls::getControlValue(inputGroup, control)]]
* [[Controls::getControlValue|Controls::getControlValue(inputGroup, control)]]
**[[Controls::isDisabledControlPressed|Controls::isDisabledControlPressed(inputGroup, control)]]
* [[Controls::isDisabledControlPressed|Controls::isDisabledControlPressed(inputGroup, control)]]
**[[Controls::setControlNormal|Controls::setControlNormal(inputGroup, control, amount)]]
* [[Controls::setControlNormal|Controls::setControlNormal(inputGroup, control, amount)]]
**[[Controls::getControlNormal|Controls::getControlNormal(inputGroup, control)]]
* [[Controls::getControlNormal|Controls::getControlNormal(inputGroup, control)]]
**[[Controls::setInputExclusive|Controls::setInputExclusive(inputGroup, control)]]
* [[Controls::setInputExclusive|Controls::setInputExclusive(inputGroup, control)]]
**[[Controls::isControlPressed|Controls::isControlPressed(inputGroup, control)]]
* [[Controls::isControlPressed|Controls::isControlPressed(inputGroup, control)]]
**[[Controls::disableControlAction|Controls::disableControlAction(inputGroup, control, disable)]]
* [[Controls::disableControlAction|Controls::disableControlAction(inputGroup, control, disable)]]


==Cutscene==
==Cutscene==
**[[Cutscene::setCutscenePedPropVariation|Cutscene::setCutscenePedPropVariation(cutsceneEntName, p1, p2, p3, modelHash)]]
* [[Cutscene::setCutscenePedPropVariation|Cutscene::setCutscenePedPropVariation(cutsceneEntName, p1, p2, p3, modelHash)]]
**[[Cutscene::getEntityIndexOfCutsceneEntity|Cutscene::getEntityIndexOfCutsceneEntity(cutsceneEntName, modelHash)]]
* [[Cutscene::getEntityIndexOfCutsceneEntity|Cutscene::getEntityIndexOfCutsceneEntity(cutsceneEntName, modelHash)]]
**[[Cutscene::startCutscene|Cutscene::startCutscene(p0)]]
* [[Cutscene::startCutscene|Cutscene::startCutscene(p0)]]
**[[Cutscene::startCutsceneAtCoords|Cutscene::startCutsceneAtCoords(x, y, z, p3)]]
* [[Cutscene::startCutsceneAtCoords|Cutscene::startCutsceneAtCoords(x, y, z, p3)]]
**[[Cutscene::hasThisCutsceneLoaded|Cutscene::hasThisCutsceneLoaded(cutsceneName)]]
* [[Cutscene::hasThisCutsceneLoaded|Cutscene::hasThisCutsceneLoaded(cutsceneName)]]
**[[Cutscene::doesCutsceneEntityExist|Cutscene::doesCutsceneEntityExist(cutsceneEntName, modelHash)]]
* [[Cutscene::doesCutsceneEntityExist|Cutscene::doesCutsceneEntityExist(cutsceneEntName, modelHash)]]
**[[Cutscene::canSetExitStateForRegisteredEntity|Cutscene::canSetExitStateForRegisteredEntity(cutsceneEntName, modelHash)]]
* [[Cutscene::canSetExitStateForRegisteredEntity|Cutscene::canSetExitStateForRegisteredEntity(cutsceneEntName, modelHash)]]
**[[Cutscene::canSetEnterStateForRegisteredEntity|Cutscene::canSetEnterStateForRegisteredEntity(cutsceneEntName, modelHash)]]
* [[Cutscene::canSetEnterStateForRegisteredEntity|Cutscene::canSetEnterStateForRegisteredEntity(cutsceneEntName, modelHash)]]
**[[Cutscene::requestCutscene|Cutscene::requestCutscene(cutsceneName, p1)]]
* [[Cutscene::requestCutscene|Cutscene::requestCutscene(cutsceneName, p1)]]
**[[Cutscene::setCutsceneFadeValues|Cutscene::setCutsceneFadeValues(p0, p1, p2, p3)]]
* [[Cutscene::setCutsceneFadeValues|Cutscene::setCutsceneFadeValues(p0, p1, p2, p3)]]
**[[Cutscene::setCutsceneTriggerArea|Cutscene::setCutsceneTriggerArea(p0, p1, p2, p3, p4, p5)]]
* [[Cutscene::setCutsceneTriggerArea|Cutscene::setCutsceneTriggerArea(p0, p1, p2, p3, p4, p5)]]
**[[Cutscene::canSetExitStateForCamera|Cutscene::canSetExitStateForCamera(p0)]]
* [[Cutscene::canSetExitStateForCamera|Cutscene::canSetExitStateForCamera(p0)]]
**[[Cutscene::setCutsceneOrigin|Cutscene::setCutsceneOrigin(p0, p1, p2, p3, p4)]]
* [[Cutscene::setCutsceneOrigin|Cutscene::setCutsceneOrigin(p0, p1, p2, p3, p4)]]
**[[Cutscene::setCutscenePedComponentVariation|Cutscene::setCutscenePedComponentVariation(cutsceneEntName, p1, p2, p3, modelHash)]]
* [[Cutscene::setCutscenePedComponentVariation|Cutscene::setCutscenePedComponentVariation(cutsceneEntName, p1, p2, p3, modelHash)]]
**[[Cutscene::getEntityIndexOfRegisteredEntity|Cutscene::getEntityIndexOfRegisteredEntity(cutsceneEntName, modelHash)]]
* [[Cutscene::getEntityIndexOfRegisteredEntity|Cutscene::getEntityIndexOfRegisteredEntity(cutsceneEntName, modelHash)]]
**[[Cutscene::requestCutscene2|Cutscene::requestCutscene2(cutsceneName, p1, p2)]]
* [[Cutscene::requestCutscene2|Cutscene::requestCutscene2(cutsceneName, p1, p2)]]
**[[Cutscene::stopCutscene|Cutscene::stopCutscene(p0)]]
* [[Cutscene::stopCutscene|Cutscene::stopCutscene(p0)]]
**[[Cutscene::registerEntityForCutscene|Cutscene::registerEntityForCutscene(cutscenePed, cutsceneEntName, p2, modelHash, p4)]]
* [[Cutscene::registerEntityForCutscene|Cutscene::registerEntityForCutscene(cutscenePed, cutsceneEntName, p2, modelHash, p4)]]


==Datafile==
==Datafile==
**[[Datafile::objectValueGetType|Datafile::objectValueGetType(objectData, key)]]
* [[Datafile::objectValueGetType|Datafile::objectValueGetType(objectData, key)]]
**[[Datafile::arrayValueGetSize|Datafile::arrayValueGetSize(arrayData)]]
* [[Datafile::arrayValueGetSize|Datafile::arrayValueGetSize(arrayData)]]
**[[Datafile::objectValueGetFloat|Datafile::objectValueGetFloat(objectData, key)]]
* [[Datafile::objectValueGetFloat|Datafile::objectValueGetFloat(objectData, key)]]
**[[Datafile::objectValueGetBoolean|Datafile::objectValueGetBoolean(objectData, key)]]
* [[Datafile::objectValueGetBoolean|Datafile::objectValueGetBoolean(objectData, key)]]
**[[Datafile::arrayValueAddString|Datafile::arrayValueAddString(arrayData, value)]]
* [[Datafile::arrayValueAddString|Datafile::arrayValueAddString(arrayData, value)]]
**[[Datafile::objectValueAddBoolean|Datafile::objectValueAddBoolean(objectData, key, value)]]
* [[Datafile::objectValueAddBoolean|Datafile::objectValueAddBoolean(objectData, key, value)]]
**[[Datafile::arrayValueGetType|Datafile::arrayValueGetType(arrayData, arrayIndex)]]
* [[Datafile::arrayValueGetType|Datafile::arrayValueGetType(arrayData, arrayIndex)]]
**[[Datafile::objectValueGetString|Datafile::objectValueGetString(objectData, key)]]
* [[Datafile::objectValueGetString|Datafile::objectValueGetString(objectData, key)]]
**[[Datafile::arrayValueGetInteger|Datafile::arrayValueGetInteger(arrayData, arrayIndex)]]
* [[Datafile::arrayValueGetInteger|Datafile::arrayValueGetInteger(arrayData, arrayIndex)]]
**[[Datafile::arrayValueAddVector3|Datafile::arrayValueAddVector3(arrayData, valueX, valueY, valueZ)]]
* [[Datafile::arrayValueAddVector3|Datafile::arrayValueAddVector3(arrayData, valueX, valueY, valueZ)]]
**[[Datafile::objectValueGetVector3|Datafile::objectValueGetVector3(objectData, key)]]
* [[Datafile::objectValueGetVector3|Datafile::objectValueGetVector3(objectData, key)]]
**[[Datafile::objectValueAddVector3|Datafile::objectValueAddVector3(objectData, key, valueX, valueY, valueZ)]]
* [[Datafile::objectValueAddVector3|Datafile::objectValueAddVector3(objectData, key, valueX, valueY, valueZ)]]
**[[Datafile::arrayValueGetBoolean|Datafile::arrayValueGetBoolean(arrayData, arrayIndex)]]
* [[Datafile::arrayValueGetBoolean|Datafile::arrayValueGetBoolean(arrayData, arrayIndex)]]
**[[Datafile::arrayValueAddFloat|Datafile::arrayValueAddFloat(arrayData, value)]]
* [[Datafile::arrayValueAddFloat|Datafile::arrayValueAddFloat(arrayData, value)]]
**[[Datafile::objectValueAddArray|Datafile::objectValueAddArray(objectData, key)]]
* [[Datafile::objectValueAddArray|Datafile::objectValueAddArray(objectData, key)]]
**[[Datafile::arrayValueAddObject|Datafile::arrayValueAddObject(arrayData)]]
* [[Datafile::arrayValueAddObject|Datafile::arrayValueAddObject(arrayData)]]
**[[Datafile::objectValueGetInteger|Datafile::objectValueGetInteger(objectData, key)]]
* [[Datafile::objectValueGetInteger|Datafile::objectValueGetInteger(objectData, key)]]
**[[Datafile::objectValueGetArray|Datafile::objectValueGetArray(objectData, key)]]
* [[Datafile::objectValueGetArray|Datafile::objectValueGetArray(objectData, key)]]
**[[Datafile::arrayValueGetObject|Datafile::arrayValueGetObject(arrayData, arrayIndex)]]
* [[Datafile::arrayValueGetObject|Datafile::arrayValueGetObject(arrayData, arrayIndex)]]
**[[Datafile::arrayValueGetVector3|Datafile::arrayValueGetVector3(arrayData, arrayIndex)]]
* [[Datafile::arrayValueGetVector3|Datafile::arrayValueGetVector3(arrayData, arrayIndex)]]
**[[Datafile::objectValueAddString|Datafile::objectValueAddString(objectData, key, value)]]
* [[Datafile::objectValueAddString|Datafile::objectValueAddString(objectData, key, value)]]
**[[Datafile::objectValueAddObject|Datafile::objectValueAddObject(objectData, key)]]
* [[Datafile::objectValueAddObject|Datafile::objectValueAddObject(objectData, key)]]
**[[Datafile::objectValueGetObject|Datafile::objectValueGetObject(objectData, key)]]
* [[Datafile::objectValueGetObject|Datafile::objectValueGetObject(objectData, key)]]
**[[Datafile::arrayValueGetFloat|Datafile::arrayValueGetFloat(arrayData, arrayIndex)]]
* [[Datafile::arrayValueGetFloat|Datafile::arrayValueGetFloat(arrayData, arrayIndex)]]
**[[Datafile::objectValueAddFloat|Datafile::objectValueAddFloat(objectData, key, value)]]
* [[Datafile::objectValueAddFloat|Datafile::objectValueAddFloat(objectData, key, value)]]
**[[Datafile::loadUgcFile|Datafile::loadUgcFile(filename)]]
* [[Datafile::loadUgcFile|Datafile::loadUgcFile(filename)]]
**[[Datafile::arrayValueAddInteger|Datafile::arrayValueAddInteger(arrayData, value)]]
* [[Datafile::arrayValueAddInteger|Datafile::arrayValueAddInteger(arrayData, value)]]
**[[Datafile::arrayValueGetString|Datafile::arrayValueGetString(arrayData, arrayIndex)]]
* [[Datafile::arrayValueGetString|Datafile::arrayValueGetString(arrayData, arrayIndex)]]
**[[Datafile::objectValueAddInteger|Datafile::objectValueAddInteger(objectData, key, value)]]
* [[Datafile::objectValueAddInteger|Datafile::objectValueAddInteger(objectData, key, value)]]
**[[Datafile::arrayValueAddBoolean|Datafile::arrayValueAddBoolean(arrayData, value)]]
* [[Datafile::arrayValueAddBoolean|Datafile::arrayValueAddBoolean(arrayData, value)]]


==Decisionevent==
==Decisionevent==
**[[Decisionevent::isShockingEventInSphere|Decisionevent::isShockingEventInSphere(type, x, y, z, radius)]]
* [[Decisionevent::isShockingEventInSphere|Decisionevent::isShockingEventInSphere(type, x, y, z, radius)]]
**[[Decisionevent::removeShockingEvent|Decisionevent::removeShockingEvent(event)]]
* [[Decisionevent::removeShockingEvent|Decisionevent::removeShockingEvent(event)]]
**[[Decisionevent::suppressShockingEventTypeNextFrame|Decisionevent::suppressShockingEventTypeNextFrame(type)]]
* [[Decisionevent::suppressShockingEventTypeNextFrame|Decisionevent::suppressShockingEventTypeNextFrame(type)]]
**[[Decisionevent::clearDecisionMakerEventResponse|Decisionevent::clearDecisionMakerEventResponse(name, type)]]
* [[Decisionevent::clearDecisionMakerEventResponse|Decisionevent::clearDecisionMakerEventResponse(name, type)]]
**[[Decisionevent::addShockingEventForEntity|Decisionevent::addShockingEventForEntity(type, entity, duration)]]
* [[Decisionevent::addShockingEventForEntity|Decisionevent::addShockingEventForEntity(type, entity, duration)]]
**[[Decisionevent::unblockDecisionMakerEvent|Decisionevent::unblockDecisionMakerEvent(name, type)]]
* [[Decisionevent::unblockDecisionMakerEvent|Decisionevent::unblockDecisionMakerEvent(name, type)]]
**[[Decisionevent::addShockingEventAtPosition|Decisionevent::addShockingEventAtPosition(type, x, y, z, duration)]]
* [[Decisionevent::addShockingEventAtPosition|Decisionevent::addShockingEventAtPosition(type, x, y, z, duration)]]
**[[Decisionevent::blockDecisionMakerEvent|Decisionevent::blockDecisionMakerEvent(name, type)]]
* [[Decisionevent::blockDecisionMakerEvent|Decisionevent::blockDecisionMakerEvent(name, type)]]
**[[Decisionevent::removeAllShockingEvents|Decisionevent::removeAllShockingEvents(p0)]]
* [[Decisionevent::removeAllShockingEvents|Decisionevent::removeAllShockingEvents(p0)]]


==Decorator==
==Decorator==
**[[Decorator::decorIsRegisteredAsType|Decorator::decorIsRegisteredAsType(propertyName, type)]]
* [[Decorator::decorIsRegisteredAsType|Decorator::decorIsRegisteredAsType(propertyName, type)]]
**[[Decorator::decorRegister|Decorator::decorRegister(propertyName, type)]]
* [[Decorator::decorRegister|Decorator::decorRegister(propertyName, type)]]


==Dlc1==
==Dlc1==
**[[Dlc1::getPropFromOutfit|Dlc1::getPropFromOutfit(outfit, slot, item)]]
* [[Dlc1::getPropFromOutfit|Dlc1::getPropFromOutfit(outfit, slot, item)]]
**[[Dlc1::initShopPedComponent|Dlc1::initShopPedComponent(outComponent)]]
* [[Dlc1::initShopPedComponent|Dlc1::initShopPedComponent(outComponent)]]
**[[Dlc1::getShopPedQueryComponent|Dlc1::getShopPedQueryComponent(componentId, outComponent)]]
* [[Dlc1::getShopPedQueryComponent|Dlc1::getShopPedQueryComponent(componentId, outComponent)]]
**[[Dlc1::getDlcVehicleData|Dlc1::getDlcVehicleData(dlcVehicleIndex, outData)]]
* [[Dlc1::getDlcVehicleData|Dlc1::getDlcVehicleData(dlcVehicleIndex, outData)]]
**[[Dlc1::getNumDlcWeaponComponents|Dlc1::getNumDlcWeaponComponents(dlcWeaponIndex)]]
* [[Dlc1::getNumDlcWeaponComponents|Dlc1::getNumDlcWeaponComponents(dlcWeaponIndex)]]
**[[Dlc1::getDlcVehicleFlags|Dlc1::getDlcVehicleFlags(p0)]]
* [[Dlc1::getDlcVehicleFlags|Dlc1::getDlcVehicleFlags(p0)]]
**[[Dlc1::getForcedComponent|Dlc1::getForcedComponent(componentHash, componentId, p2, p3, p4)]]
* [[Dlc1::getForcedComponent|Dlc1::getForcedComponent(componentHash, componentId, p2, p3, p4)]]
**[[Dlc1::getDlcWeaponComponentData|Dlc1::getDlcWeaponComponentData(p0, p1, ComponentDataPtr)]]
* [[Dlc1::getDlcWeaponComponentData|Dlc1::getDlcWeaponComponentData(p0, p1, ComponentDataPtr)]]
**[[Dlc1::getShopPedQueryOutfit|Dlc1::getShopPedQueryOutfit(p0, outfit)]]
* [[Dlc1::getShopPedQueryOutfit|Dlc1::getShopPedQueryOutfit(p0, outfit)]]
**[[Dlc1::getVariantComponent|Dlc1::getVariantComponent(componentHash, componentId, p2, p3, p4)]]
* [[Dlc1::getVariantComponent|Dlc1::getVariantComponent(componentHash, componentId, p2, p3, p4)]]
**[[Dlc1::getShopPedComponent|Dlc1::getShopPedComponent(p0, p1)]]
* [[Dlc1::getShopPedComponent|Dlc1::getShopPedComponent(p0, p1)]]
**[[Dlc1::getDlcWeaponData|Dlc1::getDlcWeaponData(dlcWeaponIndex, outData)]]
* [[Dlc1::getDlcWeaponData|Dlc1::getDlcWeaponData(dlcWeaponIndex, outData)]]
**[[Dlc1::getNumPropsFromOutfit|Dlc1::getNumPropsFromOutfit(character, p1, p2, p3, p4, componentId)]]
* [[Dlc1::getNumPropsFromOutfit|Dlc1::getNumPropsFromOutfit(character, p1, p2, p3, p4, componentId)]]
**[[Dlc1::getShopPedOutfit|Dlc1::getShopPedOutfit(p0, p1)]]
* [[Dlc1::getShopPedOutfit|Dlc1::getShopPedOutfit(p0, p1)]]
**[[Dlc1::getNumForcedComponents|Dlc1::getNumForcedComponents(componentHash)]]
* [[Dlc1::getNumForcedComponents|Dlc1::getNumForcedComponents(componentHash)]]
**[[Dlc1::isDlcDataEmpty|Dlc1::isDlcDataEmpty(dlcData)]]
* [[Dlc1::isDlcDataEmpty|Dlc1::isDlcDataEmpty(dlcData)]]
**[[Dlc1::getShopPedQueryProp|Dlc1::getShopPedQueryProp(p0, p1)]]
* [[Dlc1::getShopPedQueryProp|Dlc1::getShopPedQueryProp(p0, p1)]]
**[[Dlc1::initShopPedProp|Dlc1::initShopPedProp(outProp)]]
* [[Dlc1::initShopPedProp|Dlc1::initShopPedProp(outProp)]]
**[[Dlc1::getDlcVehicleModel|Dlc1::getDlcVehicleModel(dlcVehicleIndex)]]
* [[Dlc1::getDlcVehicleModel|Dlc1::getDlcVehicleModel(dlcVehicleIndex)]]


==Dlc2==
==Dlc2==
**[[Dlc2::nullify|Dlc2::nullify(variable, unused)]]
* [[Dlc2::nullify|Dlc2::nullify(variable, unused)]]
**[[Dlc2::isDlcPresent|Dlc2::isDlcPresent(DlcHash)]]
* [[Dlc2::isDlcPresent|Dlc2::isDlcPresent(DlcHash)]]


==Entity==
==Entity==
**[[Entity::removeModelSwap|Entity::removeModelSwap(x, y, z, radius, originalModel, newModel, p6)]]
* [[Entity::removeModelSwap|Entity::removeModelSwap(x, y, z, radius, originalModel, newModel, p6)]]
**[[Entity::findAnimEventPhase|Entity::findAnimEventPhase(animDictionary, animName, p2, p3, p4)]]
* [[Entity::findAnimEventPhase|Entity::findAnimEventPhase(animDictionary, animName, p2, p3, p4)]]
**[[Entity::stopSynchronizedMapEntityAnim|Entity::stopSynchronizedMapEntityAnim(p0, p1, p2, p3, p4, p5)]]
* [[Entity::stopSynchronizedMapEntityAnim|Entity::stopSynchronizedMapEntityAnim(p0, p1, p2, p3, p4, p5)]]
**[[Entity::createForcedObject|Entity::createForcedObject(x, y, z, p3, modelHash, p5)]]
* [[Entity::createForcedObject|Entity::createForcedObject(x, y, z, p3, modelHash, p5)]]
**[[Entity::createModelHideExcludingScriptObjects|Entity::createModelHideExcludingScriptObjects(x, y, z, radius, model, p5)]]
* [[Entity::createModelHideExcludingScriptObjects|Entity::createModelHideExcludingScriptObjects(x, y, z, radius, model, p5)]]
**[[Entity::setObjectAsNoLongerNeeded|Entity::setObjectAsNoLongerNeeded(object)]]
* [[Entity::setObjectAsNoLongerNeeded|Entity::setObjectAsNoLongerNeeded(object)]]
**[[Entity::removeForcedObject|Entity::removeForcedObject(p0, p1, p2, p3, p4)]]
* [[Entity::removeForcedObject|Entity::removeForcedObject(p0, p1, p2, p3, p4)]]
**[[Entity::isAnEntity|Entity::isAnEntity(handle)]]
* [[Entity::isAnEntity|Entity::isAnEntity(handle)]]
**[[Entity::createModelHide|Entity::createModelHide(x, y, z, radius, model, p5)]]
* [[Entity::createModelHide|Entity::createModelHide(x, y, z, radius, model, p5)]]
**[[Entity::createModelSwap|Entity::createModelSwap(x, y, z, radius, originalModel, newModel, p6)]]
* [[Entity::createModelSwap|Entity::createModelSwap(x, y, z, radius, originalModel, newModel, p6)]]
**[[Entity::playSynchronizedMapEntityAnim|Entity::playSynchronizedMapEntityAnim(p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11)]]
* [[Entity::playSynchronizedMapEntityAnim|Entity::playSynchronizedMapEntityAnim(p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11)]]
**[[Entity::removeModelHide|Entity::removeModelHide(p0, p1, p2, p3, p4, p5)]]
* [[Entity::removeModelHide|Entity::removeModelHide(p0, p1, p2, p3, p4, p5)]]
**[[Entity::wouldEntityBeOccluded|Entity::wouldEntityBeOccluded(hash, x, y, z, p4)]]
* [[Entity::wouldEntityBeOccluded|Entity::wouldEntityBeOccluded(hash, x, y, z, p4)]]
**[[Entity::getEntityAnimDuration|Entity::getEntityAnimDuration(animDict, animName)]]
* [[Entity::getEntityAnimDuration|Entity::getEntityAnimDuration(animDict, animName)]]


==Fire==
==Fire==
**[[Fire::stopFireInRange|Fire::stopFireInRange(x, y, z, radius)]]
* [[Fire::stopFireInRange|Fire::stopFireInRange(x, y, z, radius)]]
**[[Fire::getPedInsideExplosionArea|Fire::getPedInsideExplosionArea(explosionType, x1, y1, z1, x2, y2, z2, radius)]]
* [[Fire::getPedInsideExplosionArea|Fire::getPedInsideExplosionArea(explosionType, x1, y1, z1, x2, y2, z2, radius)]]
**[[Fire::isExplosionInArea|Fire::isExplosionInArea(explosionType, x1, y1, z1, x2, y2, z2)]]
* [[Fire::isExplosionInArea|Fire::isExplosionInArea(explosionType, x1, y1, z1, x2, y2, z2)]]
**[[Fire::getClosestFirePos|Fire::getClosestFirePos(outPosition, x, y, z)]]
* [[Fire::getClosestFirePos|Fire::getClosestFirePos(outPosition, x, y, z)]]
**[[Fire::addSpecfxExplosion|Fire::addSpecfxExplosion(x, y, z, explosionType, explosionFx, damageScale, isAudible, isInvisible, cameraShake)]]
* [[Fire::addSpecfxExplosion|Fire::addSpecfxExplosion(x, y, z, explosionType, explosionFx, damageScale, isAudible, isInvisible, cameraShake)]]
**[[Fire::getNumberOfFiresInRange|Fire::getNumberOfFiresInRange(x, y, z, radius)]]
* [[Fire::getNumberOfFiresInRange|Fire::getNumberOfFiresInRange(x, y, z, radius)]]
**[[Fire::startScriptFire|Fire::startScriptFire(X, Y, Z, maxChildren, isGasFire)]]
* [[Fire::startScriptFire|Fire::startScriptFire(X, Y, Z, maxChildren, isGasFire)]]
**[[Fire::removeScriptFire|Fire::removeScriptFire(fireHandle)]]
* [[Fire::removeScriptFire|Fire::removeScriptFire(fireHandle)]]
**[[Fire::isExplosionInAngledArea|Fire::isExplosionInAngledArea(explosionType, x1, y1, z1, x2, y2, z2, angle)]]
* [[Fire::isExplosionInAngledArea|Fire::isExplosionInAngledArea(explosionType, x1, y1, z1, x2, y2, z2, angle)]]
**[[Fire::isExplosionInSphere|Fire::isExplosionInSphere(explosionType, x, y, z, radius)]]
* [[Fire::isExplosionInSphere|Fire::isExplosionInSphere(explosionType, x, y, z, radius)]]
**[[Fire::addExplosion|Fire::addExplosion(x, y, z, explosionType, damageScale, isAudible, isInvisible, cameraShake)]]
* [[Fire::addExplosion|Fire::addExplosion(x, y, z, explosionType, damageScale, isAudible, isInvisible, cameraShake)]]


==Gameplay==
==Gameplay==
**[[Gameplay::displayOnscreenKeyboard|Gameplay::displayOnscreenKeyboard(p0, windowTitle, p2, defaultText, defaultConcat1, defaultConcat2, defaultConcat3, maxInputLength)]]
* [[Gameplay::displayOnscreenKeyboard|Gameplay::displayOnscreenKeyboard(p0, windowTitle, p2, defaultText, defaultConcat1, defaultConcat2, defaultConcat3, maxInputLength)]]
**[[Gameplay::clearAreaOfVehicles|Gameplay::clearAreaOfVehicles(x, y, z, radius, p4, p5, p6, p7, p8)]]
* [[Gameplay::clearAreaOfVehicles|Gameplay::clearAreaOfVehicles(x, y, z, radius, p4, p5, p6, p7, p8)]]
**[[Gameplay::getModelDimensions|Gameplay::getModelDimensions(modelHash, minimum, maximum)]]
* [[Gameplay::getModelDimensions|Gameplay::getModelDimensions(modelHash, minimum, maximum)]]
**[[Gameplay::clearAreaOfCops|Gameplay::clearAreaOfCops(x, y, z, radius, flags)]]
* [[Gameplay::clearAreaOfCops|Gameplay::clearAreaOfCops(x, y, z, radius, flags)]]
**[[Gameplay::createIncidentWithEntity|Gameplay::createIncidentWithEntity(p0, p1, p2, p3, outIncident)]]
* [[Gameplay::createIncidentWithEntity|Gameplay::createIncidentWithEntity(p0, p1, p2, p3, outIncident)]]
**[[Gameplay::hasButtonCombinationJustBeenEntered|Gameplay::hasButtonCombinationJustBeenEntered(hash, amount)]]
* [[Gameplay::hasButtonCombinationJustBeenEntered|Gameplay::hasButtonCombinationJustBeenEntered(hash, amount)]]
**[[Gameplay::clearAreaOfProjectiles|Gameplay::clearAreaOfProjectiles(x, y, z, radius, flags)]]
* [[Gameplay::clearAreaOfProjectiles|Gameplay::clearAreaOfProjectiles(x, y, z, radius, flags)]]
**[[Gameplay::areStringsEqual|Gameplay::areStringsEqual(string1, string2)]]
* [[Gameplay::areStringsEqual|Gameplay::areStringsEqual(string1, string2)]]
**[[Gameplay::registerEnumToSave|Gameplay::registerEnumToSave(p0, name)]]
* [[Gameplay::registerEnumToSave|Gameplay::registerEnumToSave(p0, name)]]
**[[Gameplay::overrideSaveHouse|Gameplay::overrideSaveHouse(p0, p1, p2, p3, p4, p5, p6, p7)]]
* [[Gameplay::overrideSaveHouse|Gameplay::overrideSaveHouse(p0, p1, p2, p3, p4, p5, p6, p7)]]
**[[Gameplay::setFireAmmoThisFrame|Gameplay::setFireAmmoThisFrame()]]
* [[Gameplay::setFireAmmoThisFrame|Gameplay::setFireAmmoThisFrame()]]
**[[Gameplay::clearAngledAreaOfVehicles|Gameplay::clearAngledAreaOfVehicles(p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11)]]
* [[Gameplay::clearAngledAreaOfVehicles|Gameplay::clearAngledAreaOfVehicles(p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11)]]
**[[Gameplay::setFakeWantedLevel|Gameplay::setFakeWantedLevel(fakeWantedLevel)]]
* [[Gameplay::setFakeWantedLevel|Gameplay::setFakeWantedLevel(fakeWantedLevel)]]
**[[Gameplay::getAngleBetween2dVectors|Gameplay::getAngleBetween2dVectors(x1, y1, x2, y2)]]
* [[Gameplay::getAngleBetween2dVectors|Gameplay::getAngleBetween2dVectors(x1, y1, x2, y2)]]
**[[Gameplay::setMinigameInProgress|Gameplay::setMinigameInProgress(toggle)]]
* [[Gameplay::setMinigameInProgress|Gameplay::setMinigameInProgress(toggle)]]
**[[Gameplay::isBulletInAngledArea|Gameplay::isBulletInAngledArea(p0, p1, p2, p3, p4, p5, p6, p7)]]
* [[Gameplay::isBulletInAngledArea|Gameplay::isBulletInAngledArea(p0, p1, p2, p3, p4, p5, p6, p7)]]
**[[Gameplay::addStuntJump|Gameplay::addStuntJump(p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, p12, p13, p14, p15, p16)]]
* [[Gameplay::addStuntJump|Gameplay::addStuntJump(p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, p12, p13, p14, p15, p16)]]
**[[Gameplay::acos|Gameplay::acos(p0)]]
* [[Gameplay::acos|Gameplay::acos(p0)]]
**[[Gameplay::setTimeScale|Gameplay::setTimeScale(time)]]
* [[Gameplay::setTimeScale|Gameplay::setTimeScale(time)]]
**[[Gameplay::setFadeOutAfterArrest|Gameplay::setFadeOutAfterArrest(toggle)]]
* [[Gameplay::setFadeOutAfterArrest|Gameplay::setFadeOutAfterArrest(toggle)]]
**[[Gameplay::compareStrings|Gameplay::compareStrings(str1, str2, matchCase, maxLength)]]
* [[Gameplay::compareStrings|Gameplay::compareStrings(str1, str2, matchCase, maxLength)]]
**[[Gameplay::addHospitalRestart|Gameplay::addHospitalRestart(x, y, z, p3, p4)]]
* [[Gameplay::addHospitalRestart|Gameplay::addHospitalRestart(x, y, z, p3, p4)]]
**[[Gameplay::ignoreNextRestart|Gameplay::ignoreNextRestart(toggle)]]
* [[Gameplay::ignoreNextRestart|Gameplay::ignoreNextRestart(toggle)]]
**[[Gameplay::disablePoliceRestart|Gameplay::disablePoliceRestart(policeIndex, toggle)]]
* [[Gameplay::disablePoliceRestart|Gameplay::disablePoliceRestart(policeIndex, toggle)]]
**[[Gameplay::removeDispatchSpawnBlockingArea|Gameplay::removeDispatchSpawnBlockingArea(p0)]]
* [[Gameplay::removeDispatchSpawnBlockingArea|Gameplay::removeDispatchSpawnBlockingArea(p0)]]
**[[Gameplay::setWeatherTypeNow|Gameplay::setWeatherTypeNow(weatherType)]]
* [[Gameplay::setWeatherTypeNow|Gameplay::setWeatherTypeNow(weatherType)]]
**[[Gameplay::disableAutomaticRespawn|Gameplay::disableAutomaticRespawn(disableRespawn)]]
* [[Gameplay::disableAutomaticRespawn|Gameplay::disableAutomaticRespawn(disableRespawn)]]
**[[Gameplay::isProjectileTypeInArea|Gameplay::isProjectileTypeInArea(x1, y1, z1, x2, y2, z2, type, p7)]]
* [[Gameplay::isProjectileTypeInArea|Gameplay::isProjectileTypeInArea(x1, y1, z1, x2, y2, z2, type, p7)]]
**[[Gameplay::isNextWeatherType|Gameplay::isNextWeatherType(weatherType)]]
* [[Gameplay::isNextWeatherType|Gameplay::isNextWeatherType(weatherType)]]
**[[Gameplay::getHeadingFromVector2d|Gameplay::getHeadingFromVector2d(dx, dy)]]
* [[Gameplay::getHeadingFromVector2d|Gameplay::getHeadingFromVector2d(dx, dy)]]
**[[Gameplay::getRandomFloatInRange|Gameplay::getRandomFloatInRange(startRange, endRange)]]
* [[Gameplay::getRandomFloatInRange|Gameplay::getRandomFloatInRange(startRange, endRange)]]
**[[Gameplay::registerIntToSave|Gameplay::registerIntToSave(p0, name)]]
* [[Gameplay::registerIntToSave|Gameplay::registerIntToSave(p0, name)]]
**[[Gameplay::isBulletInArea|Gameplay::isBulletInArea(p0, p1, p2, p3, p4)]]
* [[Gameplay::isBulletInArea|Gameplay::isBulletInArea(p0, p1, p2, p3, p4)]]
**[[Gameplay::createIncident|Gameplay::createIncident(p0, p2, p3, p4, p5, p6, outIncident)]]
* [[Gameplay::createIncident|Gameplay::createIncident(p0, p2, p3, p4, p5, p6, outIncident)]]
**[[Gameplay::setRandomSeed|Gameplay::setRandomSeed(time)]]
* [[Gameplay::setRandomSeed|Gameplay::setRandomSeed(time)]]
**[[Gameplay::isPrevWeatherType|Gameplay::isPrevWeatherType(weatherType)]]
* [[Gameplay::isPrevWeatherType|Gameplay::isPrevWeatherType(weatherType)]]
**[[Gameplay::setDispatchTimeBetweenSpawnAttempts|Gameplay::setDispatchTimeBetweenSpawnAttempts(p0, p1)]]
* [[Gameplay::setDispatchTimeBetweenSpawnAttempts|Gameplay::setDispatchTimeBetweenSpawnAttempts(p0, p1)]]
**[[Gameplay::addPoliceRestart|Gameplay::addPoliceRestart(p0, p1, p2, p3, p4)]]
* [[Gameplay::addPoliceRestart|Gameplay::addPoliceRestart(p0, p1, p2, p3, p4)]]
**[[Gameplay::setDispatchTimeBetweenSpawnAttemptsMultiplier|Gameplay::setDispatchTimeBetweenSpawnAttemptsMultiplier(p0, p1)]]
* [[Gameplay::setDispatchTimeBetweenSpawnAttemptsMultiplier|Gameplay::setDispatchTimeBetweenSpawnAttemptsMultiplier(p0, p1)]]
**[[Gameplay::setFadeOutAfterDeath|Gameplay::setFadeOutAfterDeath(toggle)]]
* [[Gameplay::setFadeOutAfterDeath|Gameplay::setFadeOutAfterDeath(toggle)]]
**[[Gameplay::setSaveHouse|Gameplay::setSaveHouse(p0, p1, p2)]]
* [[Gameplay::setSaveHouse|Gameplay::setSaveHouse(p0, p1, p2)]]
**[[Gameplay::isProjectileInArea|Gameplay::isProjectileInArea(x1, y1, z1, x2, y2, z2, ownedByPlayer)]]
* [[Gameplay::isProjectileInArea|Gameplay::isProjectileInArea(x1, y1, z1, x2, y2, z2, ownedByPlayer)]]
**[[Gameplay::getBitsInRange|Gameplay::getBitsInRange(var, rangeStart, rangeEnd)]]
* [[Gameplay::getBitsInRange|Gameplay::getBitsInRange(var, rangeStart, rangeEnd)]]
**[[Gameplay::deleteIncident|Gameplay::deleteIncident(incidentId)]]
* [[Gameplay::deleteIncident|Gameplay::deleteIncident(incidentId)]]
**[[Gameplay::hasCheatStringJustBeenEntered|Gameplay::hasCheatStringJustBeenEntered(hash)]]
* [[Gameplay::hasCheatStringJustBeenEntered|Gameplay::hasCheatStringJustBeenEntered(hash)]]
**[[Gameplay::setGamePaused|Gameplay::setGamePaused(toggle)]]
* [[Gameplay::setGamePaused|Gameplay::setGamePaused(toggle)]]
**[[Gameplay::setWeatherTypeTransition|Gameplay::setWeatherTypeTransition(sourceWeather, targetWeather, transitionTime)]]
* [[Gameplay::setWeatherTypeTransition|Gameplay::setWeatherTypeTransition(sourceWeather, targetWeather, transitionTime)]]
**[[Gameplay::setSuperJumpThisFrame|Gameplay::setSuperJumpThisFrame()]]
* [[Gameplay::setSuperJumpThisFrame|Gameplay::setSuperJumpThisFrame()]]
**[[Gameplay::stringToInt|Gameplay::stringToInt(string, outInteger)]]
* [[Gameplay::stringToInt|Gameplay::stringToInt(string, outInteger)]]
**[[Gameplay::startSaveArray|Gameplay::startSaveArray(p0, p1, arrayName)]]
* [[Gameplay::startSaveArray|Gameplay::startSaveArray(p0, p1, arrayName)]]
**[[Gameplay::tan|Gameplay::tan(p0)]]
* [[Gameplay::tan|Gameplay::tan(p0)]]
**[[Gameplay::setRainFxIntensity|Gameplay::setRainFxIntensity(intensity)]]
* [[Gameplay::setRainFxIntensity|Gameplay::setRainFxIntensity(intensity)]]
**[[Gameplay::findSpawnPointInDirection|Gameplay::findSpawnPointInDirection(x1, y1, z1, x2, y2, z2, distance, spawnPoint)]]
* [[Gameplay::findSpawnPointInDirection|Gameplay::findSpawnPointInDirection(x1, y1, z1, x2, y2, z2, distance, spawnPoint)]]
**[[Gameplay::setDispatchIdealSpawnDistance|Gameplay::setDispatchIdealSpawnDistance(p0)]]
* [[Gameplay::setDispatchIdealSpawnDistance|Gameplay::setDispatchIdealSpawnDistance(p0)]]
**[[Gameplay::setWeatherTypePersist|Gameplay::setWeatherTypePersist(weatherType)]]
* [[Gameplay::setWeatherTypePersist|Gameplay::setWeatherTypePersist(weatherType)]]
**[[Gameplay::absf|Gameplay::absf(value)]]
* [[Gameplay::absf|Gameplay::absf(value)]]
**[[Gameplay::setGravityLevel|Gameplay::setGravityLevel(level)]]
* [[Gameplay::setGravityLevel|Gameplay::setGravityLevel(level)]]
**[[Gameplay::registerFloatToSave|Gameplay::registerFloatToSave(p0, name)]]
* [[Gameplay::registerFloatToSave|Gameplay::registerFloatToSave(p0, name)]]
**[[Gameplay::shootSingleBulletBetweenCoords|Gameplay::shootSingleBulletBetweenCoords(x1, y1, z1, x2, y2, z2, damage, p7, weaponHash, ownerPed, isAudible, isInvisible, speed)]]
* [[Gameplay::shootSingleBulletBetweenCoords|Gameplay::shootSingleBulletBetweenCoords(x1, y1, z1, x2, y2, z2, damage, p7, weaponHash, ownerPed, isAudible, isInvisible, speed)]]
**[[Gameplay::atan2|Gameplay::atan2(p0, p1)]]
* [[Gameplay::atan2|Gameplay::atan2(p0, p1)]]
**[[Gameplay::setBitsInRange|Gameplay::setBitsInRange(var, rangeStart, rangeEnd, p3)]]
* [[Gameplay::setBitsInRange|Gameplay::setBitsInRange(var, rangeStart, rangeEnd, p3)]]
**[[Gameplay::setBit|Gameplay::setBit(address, offset)]]
* [[Gameplay::setBit|Gameplay::setBit(address, offset)]]
**[[Gameplay::clearAreaOfEverything|Gameplay::clearAreaOfEverything(x, y, z, radius, p4, p5, p6, p7)]]
* [[Gameplay::clearAreaOfEverything|Gameplay::clearAreaOfEverything(x, y, z, radius, p4, p5, p6, p7)]]
**[[Gameplay::setRandomEventFlag|Gameplay::setRandomEventFlag(p0)]]
* [[Gameplay::setRandomEventFlag|Gameplay::setRandomEventFlag(p0)]]
**[[Gameplay::hasBulletImpactedInArea|Gameplay::hasBulletImpactedInArea(p0, p1, p2, p3, p4, p5)]]
* [[Gameplay::hasBulletImpactedInArea|Gameplay::hasBulletImpactedInArea(p0, p1, p2, p3, p4, p5)]]
**[[Gameplay::enableMpDlcMaps|Gameplay::enableMpDlcMaps(toggle)]]
* [[Gameplay::enableMpDlcMaps|Gameplay::enableMpDlcMaps(toggle)]]
**[[Gameplay::terminateAllScriptsWithThisName|Gameplay::terminateAllScriptsWithThisName(scriptName)]]
* [[Gameplay::terminateAllScriptsWithThisName|Gameplay::terminateAllScriptsWithThisName(scriptName)]]
**[[Gameplay::setOverrideWeather|Gameplay::setOverrideWeather(weatherType)]]
* [[Gameplay::setOverrideWeather|Gameplay::setOverrideWeather(weatherType)]]
**[[Gameplay::disableStuntJumpSet|Gameplay::disableStuntJumpSet(p0)]]
* [[Gameplay::disableStuntJumpSet|Gameplay::disableStuntJumpSet(p0)]]
**[[Gameplay::clearArea|Gameplay::clearArea(X, Y, Z, radius, p4, ignoreCopCars, ignoreObjects, p7)]]
* [[Gameplay::clearArea|Gameplay::clearArea(X, Y, Z, radius, p4, ignoreCopCars, ignoreObjects, p7)]]
**[[Gameplay::isAreaOccupied|Gameplay::isAreaOccupied(p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, p12)]]
* [[Gameplay::isAreaOccupied|Gameplay::isAreaOccupied(p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, p12)]]
**[[Gameplay::setExplosiveAmmoThisFrame|Gameplay::setExplosiveAmmoThisFrame()]]
* [[Gameplay::setExplosiveAmmoThisFrame|Gameplay::setExplosiveAmmoThisFrame()]]
**[[Gameplay::isBitSet|Gameplay::isBitSet(address, offset)]]
* [[Gameplay::isBitSet|Gameplay::isBitSet(address, offset)]]
**[[Gameplay::startSaveData|Gameplay::startSaveData(p0, p1, p2)]]
* [[Gameplay::startSaveData|Gameplay::startSaveData(p0, p1, p2)]]
**[[Gameplay::atan|Gameplay::atan(p0)]]
* [[Gameplay::atan|Gameplay::atan(p0)]]
**[[Gameplay::setThisScriptCanBePaused|Gameplay::setThisScriptCanBePaused(toggle)]]
* [[Gameplay::setThisScriptCanBePaused|Gameplay::setThisScriptCanBePaused(toggle)]]
**[[Gameplay::setWind|Gameplay::setWind(p0)]]
* [[Gameplay::setWind|Gameplay::setWind(p0)]]
**[[Gameplay::isPositionOccupied|Gameplay::isPositionOccupied(p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10)]]
* [[Gameplay::isPositionOccupied|Gameplay::isPositionOccupied(p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10)]]
**[[Gameplay::setCreditsActive|Gameplay::setCreditsActive(toggle)]]
* [[Gameplay::setCreditsActive|Gameplay::setCreditsActive(toggle)]]
**[[Gameplay::setThisScriptCanRemoveBlipsCreatedByAnyScript|Gameplay::setThisScriptCanRemoveBlipsCreatedByAnyScript(toggle)]]
* [[Gameplay::setThisScriptCanRemoveBlipsCreatedByAnyScript|Gameplay::setThisScriptCanRemoveBlipsCreatedByAnyScript(toggle)]]
**[[Gameplay::addStuntJumpAngled|Gameplay::addStuntJumpAngled(p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, p12, p13, p14, p15, p16, p17, p18)]]
* [[Gameplay::addStuntJumpAngled|Gameplay::addStuntJumpAngled(p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, p12, p13, p14, p15, p16, p17, p18)]]
**[[Gameplay::clearAreaOfPeds|Gameplay::clearAreaOfPeds(x, y, z, radius, flags)]]
* [[Gameplay::clearAreaOfPeds|Gameplay::clearAreaOfPeds(x, y, z, radius, flags)]]
**[[Gameplay::startSaveStruct|Gameplay::startSaveStruct(p0, p1, structName)]]
* [[Gameplay::startSaveStruct|Gameplay::startSaveStruct(p0, p1, structName)]]
**[[Gameplay::registerSaveHouse|Gameplay::registerSaveHouse(p0, p1, p2, p3, p4, p5, p6)]]
* [[Gameplay::registerSaveHouse|Gameplay::registerSaveHouse(p0, p1, p2, p3, p4, p5, p6)]]
**[[Gameplay::setMissionFlag|Gameplay::setMissionFlag(toggle)]]
* [[Gameplay::setMissionFlag|Gameplay::setMissionFlag(toggle)]]
**[[Gameplay::getProfileSetting|Gameplay::getProfileSetting(profileSetting)]]
* [[Gameplay::getProfileSetting|Gameplay::getProfileSetting(profileSetting)]]
**[[Gameplay::setUnkMapFlag|Gameplay::setUnkMapFlag(flag)]]
* [[Gameplay::setUnkMapFlag|Gameplay::setUnkMapFlag(flag)]]
**[[Gameplay::asin|Gameplay::asin(p0)]]
* [[Gameplay::asin|Gameplay::asin(p0)]]
**[[Gameplay::disableHospitalRestart|Gameplay::disableHospitalRestart(hospitalIndex, toggle)]]
* [[Gameplay::disableHospitalRestart|Gameplay::disableHospitalRestart(hospitalIndex, toggle)]]
**[[Gameplay::isIncidentValid|Gameplay::isIncidentValid(incidentId)]]
* [[Gameplay::isIncidentValid|Gameplay::isIncidentValid(incidentId)]]
**[[Gameplay::registerBoolToSave|Gameplay::registerBoolToSave(p0, name)]]
* [[Gameplay::registerBoolToSave|Gameplay::registerBoolToSave(p0, name)]]
**[[Gameplay::getGroundZFor3dCoord|Gameplay::getGroundZFor3dCoord(x, y, z, groundZ, unk)]]
* [[Gameplay::getGroundZFor3dCoord|Gameplay::getGroundZFor3dCoord(x, y, z, groundZ, unk)]]
**[[Gameplay::setSaveMenuActive|Gameplay::setSaveMenuActive(unk)]]
* [[Gameplay::setSaveMenuActive|Gameplay::setSaveMenuActive(unk)]]
**[[Gameplay::isStringNullOrEmpty|Gameplay::isStringNullOrEmpty(string)]]
* [[Gameplay::isStringNullOrEmpty|Gameplay::isStringNullOrEmpty(string)]]
**[[Gameplay::getHashKey|Gameplay::getHashKey(value)]]
* [[Gameplay::getHashKey|Gameplay::getHashKey(value)]]
**[[Gameplay::getRandomIntInRange|Gameplay::getRandomIntInRange(startRange, endRange)]]
* [[Gameplay::getRandomIntInRange|Gameplay::getRandomIntInRange(startRange, endRange)]]
**[[Gameplay::setFadeInAfterDeathArrest|Gameplay::setFadeInAfterDeathArrest(toggle)]]
* [[Gameplay::setFadeInAfterDeathArrest|Gameplay::setFadeInAfterDeathArrest(toggle)]]
**[[Gameplay::enableDispatchService|Gameplay::enableDispatchService(dispatchType, toggle)]]
* [[Gameplay::enableDispatchService|Gameplay::enableDispatchService(dispatchType, toggle)]]
**[[Gameplay::deleteStuntJump|Gameplay::deleteStuntJump(p0)]]
* [[Gameplay::deleteStuntJump|Gameplay::deleteStuntJump(p0)]]
**[[Gameplay::hasBulletImpactedInBox|Gameplay::hasBulletImpactedInBox(p0, p1, p2, p3, p4, p5, p6, p7)]]
* [[Gameplay::hasBulletImpactedInBox|Gameplay::hasBulletImpactedInBox(p0, p1, p2, p3, p4, p5, p6, p7)]]
**[[Gameplay::clearAreaOfObjects|Gameplay::clearAreaOfObjects(x, y, z, radius, flags)]]
* [[Gameplay::clearAreaOfObjects|Gameplay::clearAreaOfObjects(x, y, z, radius, flags)]]
**[[Gameplay::isBulletInBox|Gameplay::isBulletInBox(p0, p1, p2, p3, p4, p5, p6)]]
* [[Gameplay::isBulletInBox|Gameplay::isBulletInBox(p0, p1, p2, p3, p4, p5, p6)]]
**[[Gameplay::beginReplayStats|Gameplay::beginReplayStats(p0, p1)]]
* [[Gameplay::beginReplayStats|Gameplay::beginReplayStats(p0, p1)]]
**[[Gameplay::enableStuntJumpSet|Gameplay::enableStuntJumpSet(p0)]]
* [[Gameplay::enableStuntJumpSet|Gameplay::enableStuntJumpSet(p0)]]
**[[Gameplay::isPointObscuredByAMissionEntity|Gameplay::isPointObscuredByAMissionEntity(p0, p1, p2, p3, p4, p5, p6)]]
* [[Gameplay::isPointObscuredByAMissionEntity|Gameplay::isPointObscuredByAMissionEntity(p0, p1, p2, p3, p4, p5, p6)]]
**[[Gameplay::clearBit|Gameplay::clearBit(address, offset)]]
* [[Gameplay::clearBit|Gameplay::clearBit(address, offset)]]
**[[Gameplay::setWindDirection|Gameplay::setWindDirection(direction)]]
* [[Gameplay::setWindDirection|Gameplay::setWindDirection(direction)]]
**[[Gameplay::setWeatherTypeNowPersist|Gameplay::setWeatherTypeNowPersist(weatherType)]]
* [[Gameplay::setWeatherTypeNowPersist|Gameplay::setWeatherTypeNowPersist(weatherType)]]
**[[Gameplay::registerTextLabelToSave|Gameplay::registerTextLabelToSave(p0, name)]]
* [[Gameplay::registerTextLabelToSave|Gameplay::registerTextLabelToSave(p0, name)]]
**[[Gameplay::setWindSpeed|Gameplay::setWindSpeed(speed)]]
* [[Gameplay::setWindSpeed|Gameplay::setWindSpeed(speed)]]
**[[Gameplay::isProjectileTypeInAngledArea|Gameplay::isProjectileTypeInAngledArea(p0, p1, p2, p3, p4, p5, p6, p7, p8)]]
* [[Gameplay::isProjectileTypeInAngledArea|Gameplay::isProjectileTypeInAngledArea(p0, p1, p2, p3, p4, p5, p6, p7, p8)]]
**[[Gameplay::absi|Gameplay::absi(value)]]
* [[Gameplay::absi|Gameplay::absi(value)]]
**[[Gameplay::usingMissionCreator|Gameplay::usingMissionCreator(toggle)]]
* [[Gameplay::usingMissionCreator|Gameplay::usingMissionCreator(toggle)]]
**[[Gameplay::getDistanceBetweenCoords|Gameplay::getDistanceBetweenCoords(x1, y1, z1, x2, y2, z2, useZ)]]
* [[Gameplay::getDistanceBetweenCoords|Gameplay::getDistanceBetweenCoords(x1, y1, z1, x2, y2, z2, useZ)]]
**[[Gameplay::isStringNull|Gameplay::isStringNull(string)]]
* [[Gameplay::isStringNull|Gameplay::isStringNull(string)]]
**[[Gameplay::getWeatherTypeTransition|Gameplay::getWeatherTypeTransition(p0, p1, progress_or_time)]]
* [[Gameplay::getWeatherTypeTransition|Gameplay::getWeatherTypeTransition(p0, p1, progress_or_time)]]
**[[Gameplay::setFadeInAfterLoad|Gameplay::setFadeInAfterLoad(toggle)]]
* [[Gameplay::setFadeInAfterLoad|Gameplay::setFadeInAfterLoad(toggle)]]
**[[Gameplay::setWeatherTypeOverTime|Gameplay::setWeatherTypeOverTime(weatherType, time)]]
* [[Gameplay::setWeatherTypeOverTime|Gameplay::setWeatherTypeOverTime(weatherType, time)]]
**[[Gameplay::setCloudHatTransition|Gameplay::setCloudHatTransition(type, transitionTime)]]
* [[Gameplay::setCloudHatTransition|Gameplay::setCloudHatTransition(type, transitionTime)]]
**[[Gameplay::getFreeStackSlotsCount|Gameplay::getFreeStackSlotsCount(stackSize)]]
* [[Gameplay::getFreeStackSlotsCount|Gameplay::getFreeStackSlotsCount(stackSize)]]
**[[Gameplay::isSniperBulletInArea|Gameplay::isSniperBulletInArea(x1, y1, z1, x2, y2, z2)]]
* [[Gameplay::isSniperBulletInArea|Gameplay::isSniperBulletInArea(x1, y1, z1, x2, y2, z2)]]
**[[Gameplay::setExplosiveMeleeThisFrame|Gameplay::setExplosiveMeleeThisFrame()]]
* [[Gameplay::setExplosiveMeleeThisFrame|Gameplay::setExplosiveMeleeThisFrame()]]


==Graphics==
==Graphics==
Line 1,486: Line 1,486:
==Game Globals==
==Game Globals==
*Functions:
*Functions:
**[[Globals::joaat|GameGlobals::joaat]]
* [[Globals::joaat|GameGlobals::joaat]]
*Properies:
*Properies:
**[[Client-side_functions#App|GameGlobals::app]]
* [[Client-side_functions#App|GameGlobals::app]]
**[[Client-side_functions#Audio|GameGlobals::audio]]
* [[Client-side_functions#Audio|GameGlobals::audio]]
**[[Client-side_functions#Brain|GameGlobals::brain]]
* [[Client-side_functions#Brain|GameGlobals::brain]]
**[[Client-side_functions#Cam|GameGlobals::cam]]
* [[Client-side_functions#Cam|GameGlobals::cam]]
**[[Client-side_functions#Controls|GameGlobals::controls]]
* [[Client-side_functions#Controls|GameGlobals::controls]]
**[[Client-side_functions#Cutscene|GameGlobals::cutscene]]
* [[Client-side_functions#Cutscene|GameGlobals::cutscene]]
**[[Client-side_functions#Datafile|GameGlobals::datafile]]
* [[Client-side_functions#Datafile|GameGlobals::datafile]]
**[[Client-side_functions#Decisionevent|GameGlobals::decisionevent]]
* [[Client-side_functions#Decisionevent|GameGlobals::decisionevent]]
**[[Client-side_functions#Decorator|GameGlobals::decorator]]
* [[Client-side_functions#Decorator|GameGlobals::decorator]]
**[[Client-side_functions#Dlc1|GameGlobals::dlc1]]
* [[Client-side_functions#Dlc1|GameGlobals::dlc1]]
**[[Client-side_functions#Dlc2|GameGlobals::dlc2]]
* [[Client-side_functions#Dlc2|GameGlobals::dlc2]]
**[[Client-side_functions#Entity|GameGlobals::entity]]
* [[Client-side_functions#Entity|GameGlobals::entity]]
**[[Client-side_functions#Fire|GameGlobals::fire]]
* [[Client-side_functions#Fire|GameGlobals::fire]]
**[[Client-side_functions#Gameplay|GameGlobals::gameplay]]
* [[Client-side_functions#Gameplay|GameGlobals::gameplay]]
**[[Client-side_functions#Graphics|GameGlobals::graphics]]
* [[Client-side_functions#Graphics|GameGlobals::graphics]]
**[[Client-side_functions#Interior|GameGlobals::interior]]
* [[Client-side_functions#Interior|GameGlobals::interior]]
**[[Client-side_functions#Itemset|GameGlobals::itemset]]
* [[Client-side_functions#Itemset|GameGlobals::itemset]]
**[[Client-side_functions#Mobile|GameGlobals::mobile]]
* [[Client-side_functions#Mobile|GameGlobals::mobile]]
**[[Client-side_functions#Object|GameGlobals::object]]
* [[Client-side_functions#Object|GameGlobals::object]]
**[[Client-side_functions#Pathfind|GameGlobals::pathfind]]
* [[Client-side_functions#Pathfind|GameGlobals::pathfind]]
**[[Client-side_functions#Ped|GameGlobals::ped]]
* [[Client-side_functions#Ped|GameGlobals::ped]]
**[[Client-side_functions#Player|GameGlobals::player]]
* [[Client-side_functions#Player|GameGlobals::player]]
**[[Client-side_functions#Rope|GameGlobals::rope]]
* [[Client-side_functions#Rope|GameGlobals::rope]]
**[[Client-side_functions#Script|GameGlobals::script]]
* [[Client-side_functions#Script|GameGlobals::script]]
**[[Client-side_functions#Stats|GameGlobals::stats]]
* [[Client-side_functions#Stats|GameGlobals::stats]]
**[[Client-side_functions#Streaming|GameGlobals::streaming]]
* [[Client-side_functions#Streaming|GameGlobals::streaming]]
**[[Client-side_functions#System|GameGlobals::system]]
* [[Client-side_functions#System|GameGlobals::system]]
**[[Client-side_functions#Time|GameGlobals::time]]
* [[Client-side_functions#Time|GameGlobals::time]]
**[[Client-side_functions#Ui|GameGlobals::ui]]
* [[Client-side_functions#Ui|GameGlobals::ui]]
**[[Client-side_functions#Unk|GameGlobals::unk]]
* [[Client-side_functions#Unk|GameGlobals::unk]]
**[[Client-side_functions#Recorder|GameGlobals::recorder]]
* [[Client-side_functions#Recorder|GameGlobals::recorder]]
**[[Client-side_functions#Vehicle|GameGlobals::vehicle]]
* [[Client-side_functions#Vehicle|GameGlobals::vehicle]]
**[[Client-side_functions#Water|GameGlobals::water]]
* [[Client-side_functions#Water|GameGlobals::water]]
**[[Client-side_functions#Weapon|GameGlobals::weapon]]
* [[Client-side_functions#Weapon|GameGlobals::weapon]]
**[[Client-side_functions#Worldprobe|GameGlobals::worldprobe]]
* [[Client-side_functions#Worldprobe|GameGlobals::worldprobe]]
**[[Client-side_functions#Zone|GameGlobals::zone]]
* [[Client-side_functions#Zone|GameGlobals::zone]]

Revision as of 21:31, 11 May 2017

Attention: work is still in progress. There still could be major changes in design of API.

Event functions

Vector3 functions

Entity (player, vehicle, object) functions

Player functions

Vehicle functions

Object functions

  • [[Object::disableGlow|mp.game.object.disableGlow

Pickup functions

Template:Pickup function c

Blip functions

Camera functions

Entity pool functions

WebBrowser functions

Key binding functions

UI functions

Template:UI function c

Global functions

App

Audio

Brain

Cam

Controls

Cutscene

Datafile

Decisionevent

Decorator

Dlc1

Dlc2

Entity

Fire

Gameplay

Graphics

Interior

Itemset

Mobile

Object

Pathfind

Ped

Player

Rope

Script

Stats

Streaming

System

Time

Ui

Unk

Recorder

Vehicle

Water

Weapon

Worldprobe

Zone

Game Globals