Reference
GTA V native db
GTA V script natives by namespace. Search by name, Jenkins hash, or runtime hash across all 6,439 natives. Each native has a dedicated page.
184 of 184 natives in ENTITY.
- APPLY_FORCE_TO_ENTITYENTITYvoid APPLY_FORCE_TO_ENTITY(Entity entity, int forceFlags, float x, float y, float z, float offX, float offY, float offZ, int boneIndex, BOOL isDirectionRel, BOOL ignoreUpVec, BOOL isForceRel, BOOL p12, BOOL p13)
- APPLY_FORCE_TO_ENTITY_CENTER_OF_MASSENTITYvoid APPLY_FORCE_TO_ENTITY_CENTER_OF_MASS(Entity entity, int forceType, float x, float y, float z, BOOL p5, BOOL isDirectionRel, BOOL isForceRel, BOOL p8)
- ATTACH_ENTITY_BONE_TO_ENTITY_BONEENTITYvoid ATTACH_ENTITY_BONE_TO_ENTITY_BONE(Entity entity1, Entity entity2, int boneIndex1, int boneIndex2, BOOL p4, BOOL p5)
- ATTACH_ENTITY_BONE_TO_ENTITY_BONE_Y_FORWARDENTITYvoid ATTACH_ENTITY_BONE_TO_ENTITY_BONE_Y_FORWARD(Entity entity1, Entity entity2, int boneIndex1, int boneIndex2, BOOL p4, BOOL p5)
- ATTACH_ENTITY_TO_ENTITYENTITYvoid ATTACH_ENTITY_TO_ENTITY(Entity entity1, Entity entity2, int boneIndex, float xPos, float yPos, float zPos, float xRot, float yRot, float zRot, BOOL p9, BOOL useSoftPinning, BOOL collision, BOOL isPed, int vertexIndex, BOOL fixedRot, Any p15)
- ATTACH_ENTITY_TO_ENTITY_PHYSICALLYENTITYvoid ATTACH_ENTITY_TO_ENTITY_PHYSICALLY(Entity entity1, Entity entity2, int boneIndex1, int boneIndex2, float xPos1, float yPos1, float zPos1, float xPos2, float yPos2, float zPos2, float xRot, float yRot, float zRot, float breakForce, BOOL fixedRot, BOOL p15, BOOL collision, BOOL p17, int p18)
- CLEAR_ENTITY_LAST_DAMAGE_ENTITYENTITYvoid CLEAR_ENTITY_LAST_DAMAGE_ENTITY(Entity entity)
- CREATE_FORCED_OBJECTENTITYvoid CREATE_FORCED_OBJECT(float x, float y, float z, Any p3, Hash modelHash, BOOL p5)
- CREATE_MODEL_HIDEENTITYvoid CREATE_MODEL_HIDE(float x, float y, float z, float radius, Hash modelHash, BOOL p5)
- CREATE_MODEL_HIDE_EXCLUDING_SCRIPT_OBJECTSENTITYvoid CREATE_MODEL_HIDE_EXCLUDING_SCRIPT_OBJECTS(float x, float y, float z, float radius, Hash modelHash, BOOL p5)
- CREATE_MODEL_SWAPENTITYvoid CREATE_MODEL_SWAP(float x, float y, float z, float radius, Hash originalModel, Hash newModel, BOOL p6)
- DELETE_ENTITYENTITYvoid DELETE_ENTITY(Entity* entity)
- DETACH_ENTITYENTITYvoid DETACH_ENTITY(Entity entity, BOOL dynamic, BOOL collision)
- DOES_ENTITY_BELONG_TO_THIS_SCRIPTENTITYBOOL DOES_ENTITY_BELONG_TO_THIS_SCRIPT(Entity entity, BOOL p1)
- DOES_ENTITY_EXISTENTITYBOOL DOES_ENTITY_EXIST(Entity entity)
- DOES_ENTITY_HAVE_ANIM_DIRECTORENTITYBOOL DOES_ENTITY_HAVE_ANIM_DIRECTOR(Entity entity)
- DOES_ENTITY_HAVE_DRAWABLEENTITYBOOL DOES_ENTITY_HAVE_DRAWABLE(Entity entity)
- DOES_ENTITY_HAVE_PHYSICSENTITYBOOL DOES_ENTITY_HAVE_PHYSICS(Entity entity)
- DOES_ENTITY_HAVE_SKELETONENTITYBOOL DOES_ENTITY_HAVE_SKELETON(Entity entity)
- ENABLE_ENTITY_BULLET_COLLISIONENTITYvoid ENABLE_ENTITY_BULLET_COLLISION(Entity entity)
- FIND_ANIM_EVENT_PHASEENTITYBOOL FIND_ANIM_EVENT_PHASE(const char* animDictionary, const char* animName, const char* p2, Any* p3, Any* p4)
- FORCE_ENTITY_AI_AND_ANIMATION_UPDATEENTITYvoid FORCE_ENTITY_AI_AND_ANIMATION_UPDATE(Entity entity)
- FREEZE_ENTITY_POSITIONENTITYvoid FREEZE_ENTITY_POSITION(Entity entity, BOOL toggle)
- GET_ANIM_DURATIONENTITYfloat GET_ANIM_DURATION(const char* animDict, const char* animName)
- GET_COLLISION_NORMAL_OF_LAST_HIT_FOR_ENTITYENTITYVector3 GET_COLLISION_NORMAL_OF_LAST_HIT_FOR_ENTITY(Entity entity)
- GET_ENTITY_ALPHAENTITYint GET_ENTITY_ALPHA(Entity entity)
- GET_ENTITY_ANIM_CURRENT_TIMEENTITYfloat GET_ENTITY_ANIM_CURRENT_TIME(Entity entity, const char* animDict, const char* animName)
- GET_ENTITY_ANIM_TOTAL_TIMEENTITYfloat GET_ENTITY_ANIM_TOTAL_TIME(Entity entity, const char* animDict, const char* animName)
- GET_ENTITY_ATTACHED_TOENTITYEntity GET_ENTITY_ATTACHED_TO(Entity entity)
- GET_ENTITY_BONE_COUNTENTITYint GET_ENTITY_BONE_COUNT(Entity entity)
- GET_ENTITY_BONE_INDEX_BY_NAMEENTITYint GET_ENTITY_BONE_INDEX_BY_NAME(Entity entity, const char* boneName)
- GET_ENTITY_BONE_OBJECT_ROTATIONENTITYVector3 GET_ENTITY_BONE_OBJECT_ROTATION(Entity entity, int boneIndex)
- GET_ENTITY_BONE_POSTIONENTITYVector3 GET_ENTITY_BONE_POSTION(Entity entity, int boneIndex)
- GET_ENTITY_BONE_ROTATIONENTITYVector3 GET_ENTITY_BONE_ROTATION(Entity entity, int boneIndex)
- GET_ENTITY_CAN_BE_DAMAGEDENTITYBOOL GET_ENTITY_CAN_BE_DAMAGED(Entity entity)
- GET_ENTITY_COLLISION_DISABLEDENTITYBOOL GET_ENTITY_COLLISION_DISABLED(Entity entity)
- GET_ENTITY_COORDSENTITYVector3 GET_ENTITY_COORDS(Entity entity, BOOL alive)
- GET_ENTITY_FORWARD_VECTORENTITYVector3 GET_ENTITY_FORWARD_VECTOR(Entity entity)
- GET_ENTITY_FORWARD_XENTITYfloat GET_ENTITY_FORWARD_X(Entity entity)
- GET_ENTITY_FORWARD_YENTITYfloat GET_ENTITY_FORWARD_Y(Entity entity)
- GET_ENTITY_HEADINGENTITYfloat GET_ENTITY_HEADING(Entity entity)
- GET_ENTITY_HEADING_FROM_EULERSENTITYfloat GET_ENTITY_HEADING_FROM_EULERS(Entity entity)
- GET_ENTITY_HEALTHENTITYint GET_ENTITY_HEALTH(Entity entity)
- GET_ENTITY_HEIGHTENTITYfloat GET_ENTITY_HEIGHT(Entity entity, float X, float Y, float Z, BOOL atTop, BOOL inWorldCoords)
- GET_ENTITY_HEIGHT_ABOVE_GROUNDENTITYfloat GET_ENTITY_HEIGHT_ABOVE_GROUND(Entity entity)
- GET_ENTITY_LOD_DISTENTITYint GET_ENTITY_LOD_DIST(Entity entity)
- GET_ENTITY_MATRIXENTITYvoid GET_ENTITY_MATRIX(Entity entity, Vector3* forwardVector, Vector3* rightVector, Vector3* upVector, Vector3* position)
- GET_ENTITY_MAX_HEALTHENTITYint GET_ENTITY_MAX_HEALTH(Entity entity)
- GET_ENTITY_MODELENTITYHash GET_ENTITY_MODEL(Entity entity)
- GET_ENTITY_OF_TYPE_ATTACHED_TO_ENTITYENTITYEntity GET_ENTITY_OF_TYPE_ATTACHED_TO_ENTITY(Entity entity, Hash modelHash)
- GET_ENTITY_PITCHENTITYfloat GET_ENTITY_PITCH(Entity entity)
- GET_ENTITY_POPULATION_TYPEENTITYint GET_ENTITY_POPULATION_TYPE(Entity entity)
- GET_ENTITY_PROOFSENTITYBOOL GET_ENTITY_PROOFS(Entity entity, BOOL* bulletProof, BOOL* fireProof, BOOL* explosionProof, BOOL* collisionProof, BOOL* meleeProof, BOOL* steamProof, BOOL* p7, BOOL* drownProof)
- GET_ENTITY_QUATERNIONENTITYvoid GET_ENTITY_QUATERNION(Entity entity, float* x, float* y, float* z, float* w)
- GET_ENTITY_ROLLENTITYfloat GET_ENTITY_ROLL(Entity entity)
- GET_ENTITY_ROTATIONENTITYVector3 GET_ENTITY_ROTATION(Entity entity, int rotationOrder)
- GET_ENTITY_ROTATION_VELOCITYENTITYVector3 GET_ENTITY_ROTATION_VELOCITY(Entity entity)
- GET_ENTITY_SCRIPTENTITYconst char* GET_ENTITY_SCRIPT(Entity entity, ScrHandle* script)
- GET_ENTITY_SPEEDENTITYfloat GET_ENTITY_SPEED(Entity entity)
- GET_ENTITY_SPEED_VECTORENTITYVector3 GET_ENTITY_SPEED_VECTOR(Entity entity, BOOL relative)
- GET_ENTITY_SUBMERGED_LEVELENTITYfloat GET_ENTITY_SUBMERGED_LEVEL(Entity entity)
- GET_ENTITY_TYPEENTITYint GET_ENTITY_TYPE(Entity entity)
- GET_ENTITY_UPRIGHT_VALUEENTITYfloat GET_ENTITY_UPRIGHT_VALUE(Entity entity)
- GET_ENTITY_VELOCITYENTITYVector3 GET_ENTITY_VELOCITY(Entity entity)
- GET_LAST_MATERIAL_HIT_BY_ENTITYENTITYHash GET_LAST_MATERIAL_HIT_BY_ENTITY(Entity entity)
- GET_NEAREST_PLAYER_TO_ENTITYENTITYPlayer GET_NEAREST_PLAYER_TO_ENTITY(Entity entity)
- GET_NEAREST_PLAYER_TO_ENTITY_ON_TEAMENTITYPlayer GET_NEAREST_PLAYER_TO_ENTITY_ON_TEAM(Entity entity, int team)
- GET_OBJECT_INDEX_FROM_ENTITY_INDEXENTITYObject GET_OBJECT_INDEX_FROM_ENTITY_INDEX(Entity entity)
- GET_OFFSET_FROM_ENTITY_GIVEN_WORLD_COORDSENTITYVector3 GET_OFFSET_FROM_ENTITY_GIVEN_WORLD_COORDS(Entity entity, float posX, float posY, float posZ)
- GET_OFFSET_FROM_ENTITY_IN_WORLD_COORDSENTITYVector3 GET_OFFSET_FROM_ENTITY_IN_WORLD_COORDS(Entity entity, float offsetX, float offsetY, float offsetZ)
- GET_PED_INDEX_FROM_ENTITY_INDEXENTITYPed GET_PED_INDEX_FROM_ENTITY_INDEX(Entity entity)
- GET_VEHICLE_INDEX_FROM_ENTITY_INDEXENTITYVehicle GET_VEHICLE_INDEX_FROM_ENTITY_INDEX(Entity entity)
- GET_WORLD_POSITION_OF_ENTITY_BONEENTITYVector3 GET_WORLD_POSITION_OF_ENTITY_BONE(Entity entity, int boneIndex)
- HAS_ANIM_EVENT_FIREDENTITYBOOL HAS_ANIM_EVENT_FIRED(Entity entity, Hash actionHash)
- HAS_COLLISION_LOADED_AROUND_ENTITYENTITYBOOL HAS_COLLISION_LOADED_AROUND_ENTITY(Entity entity)
- HAS_ENTITY_ANIM_FINISHEDENTITYBOOL HAS_ENTITY_ANIM_FINISHED(Entity entity, const char* animDict, const char* animName, int p3)
- HAS_ENTITY_BEEN_DAMAGED_BY_ANY_OBJECTENTITYBOOL HAS_ENTITY_BEEN_DAMAGED_BY_ANY_OBJECT(Entity entity)
- HAS_ENTITY_BEEN_DAMAGED_BY_ANY_PEDENTITYBOOL HAS_ENTITY_BEEN_DAMAGED_BY_ANY_PED(Entity entity)
- HAS_ENTITY_BEEN_DAMAGED_BY_ANY_VEHICLEENTITYBOOL HAS_ENTITY_BEEN_DAMAGED_BY_ANY_VEHICLE(Entity entity)
- HAS_ENTITY_BEEN_DAMAGED_BY_ENTITYENTITYBOOL HAS_ENTITY_BEEN_DAMAGED_BY_ENTITY(Entity entity1, Entity entity2, BOOL p2)
- HAS_ENTITY_CLEAR_LOS_TO_ENTITYENTITYBOOL HAS_ENTITY_CLEAR_LOS_TO_ENTITY(Entity entity1, Entity entity2, int traceType)
- HAS_ENTITY_CLEAR_LOS_TO_ENTITY_ADJUST_FOR_COVERENTITYAny HAS_ENTITY_CLEAR_LOS_TO_ENTITY_ADJUST_FOR_COVER(Entity entity1, Entity entity2, int traceType)
- HAS_ENTITY_CLEAR_LOS_TO_ENTITY_IN_FRONTENTITYBOOL HAS_ENTITY_CLEAR_LOS_TO_ENTITY_IN_FRONT(Entity entity1, Entity entity2)
- HAS_ENTITY_COLLIDED_WITH_ANYTHINGENTITYBOOL HAS_ENTITY_COLLIDED_WITH_ANYTHING(Entity entity)
- IS_AN_ENTITYENTITYBOOL IS_AN_ENTITY(ScrHandle handle)
- IS_ENTITY_AN_OBJECTENTITYBOOL IS_ENTITY_AN_OBJECT(Entity entity)
- IS_ENTITY_ATTACHEDENTITYBOOL IS_ENTITY_ATTACHED(Entity entity)
- IS_ENTITY_ATTACHED_TO_ANY_OBJECTENTITYBOOL IS_ENTITY_ATTACHED_TO_ANY_OBJECT(Entity entity)
- IS_ENTITY_ATTACHED_TO_ANY_PEDENTITYBOOL IS_ENTITY_ATTACHED_TO_ANY_PED(Entity entity)
- IS_ENTITY_ATTACHED_TO_ANY_VEHICLEENTITYBOOL IS_ENTITY_ATTACHED_TO_ANY_VEHICLE(Entity entity)
- IS_ENTITY_ATTACHED_TO_ENTITYENTITYBOOL IS_ENTITY_ATTACHED_TO_ENTITY(Entity from, Entity to)
- IS_ENTITY_AT_COORDENTITYBOOL IS_ENTITY_AT_COORD(Entity entity, float xPos, float yPos, float zPos, float xSize, float ySize, float zSize, BOOL p7, BOOL p8, int p9)
- IS_ENTITY_AT_ENTITYENTITYBOOL IS_ENTITY_AT_ENTITY(Entity entity1, Entity entity2, float xSize, float ySize, float zSize, BOOL p5, BOOL p6, int p7)
- IS_ENTITY_A_MISSION_ENTITYENTITYBOOL IS_ENTITY_A_MISSION_ENTITY(Entity entity)
- IS_ENTITY_A_PEDENTITYBOOL IS_ENTITY_A_PED(Entity entity)
- IS_ENTITY_A_VEHICLEENTITYBOOL IS_ENTITY_A_VEHICLE(Entity entity)
- IS_ENTITY_DEADENTITYBOOL IS_ENTITY_DEAD(Entity entity, BOOL p1)
- IS_ENTITY_IN_AIRENTITYBOOL IS_ENTITY_IN_AIR(Entity entity)
- IS_ENTITY_IN_ANGLED_AREAENTITYBOOL IS_ENTITY_IN_ANGLED_AREA(Entity entity, float x1, float y1, float z1, float x2, float y2, float z2, float width, BOOL debug, BOOL includeZ, Any p10)
- IS_ENTITY_IN_AREAENTITYBOOL IS_ENTITY_IN_AREA(Entity entity, float x1, float y1, float z1, float x2, float y2, float z2, BOOL p7, BOOL p8, Any p9)
- IS_ENTITY_IN_WATERENTITYBOOL IS_ENTITY_IN_WATER(Entity entity)
- IS_ENTITY_IN_ZONEENTITYBOOL IS_ENTITY_IN_ZONE(Entity entity, const char* zone)
- IS_ENTITY_OCCLUDEDENTITYBOOL IS_ENTITY_OCCLUDED(Entity entity)
- IS_ENTITY_ON_SCREENENTITYBOOL IS_ENTITY_ON_SCREEN(Entity entity)
- IS_ENTITY_PLAYING_ANIMENTITYBOOL IS_ENTITY_PLAYING_ANIM(Entity entity, const char* animDict, const char* animName, int taskFlag)
- IS_ENTITY_STATICENTITYBOOL IS_ENTITY_STATIC(Entity entity)
- IS_ENTITY_TOUCHING_ENTITYENTITYBOOL IS_ENTITY_TOUCHING_ENTITY(Entity entity, Entity targetEntity)
- IS_ENTITY_TOUCHING_MODELENTITYBOOL IS_ENTITY_TOUCHING_MODEL(Entity entity, Hash modelHash)
- IS_ENTITY_UPRIGHTENTITYBOOL IS_ENTITY_UPRIGHT(Entity entity, float angle)
- IS_ENTITY_UPSIDEDOWNENTITYBOOL IS_ENTITY_UPSIDEDOWN(Entity entity)
- IS_ENTITY_VISIBLEENTITYBOOL IS_ENTITY_VISIBLE(Entity entity)
- IS_ENTITY_VISIBLE_TO_SCRIPTENTITYBOOL IS_ENTITY_VISIBLE_TO_SCRIPT(Entity entity)
- IS_ENTITY_WAITING_FOR_WORLD_COLLISIONENTITYBOOL IS_ENTITY_WAITING_FOR_WORLD_COLLISION(Entity entity)
- PLAY_ENTITY_ANIMENTITYBOOL PLAY_ENTITY_ANIM(Entity entity, const char* animName, const char* animDict, float p3, BOOL loop, BOOL stayInAnim, BOOL p6, float delta, Any bitset)
- PLAY_SYNCHRONIZED_ENTITY_ANIMENTITYBOOL PLAY_SYNCHRONIZED_ENTITY_ANIM(Entity entity, int syncedScene, const char* animation, const char* propName, float p4, float p5, Any p6, float p7)
- PLAY_SYNCHRONIZED_MAP_ENTITY_ANIMENTITYBOOL PLAY_SYNCHRONIZED_MAP_ENTITY_ANIM(float p0, float p1, float p2, float p3, Any p4, Any p5, Any* p6, Any* p7, float p8, float p9, Any p10, float p11)
- PROCESS_ENTITY_ATTACHMENTSENTITYvoid PROCESS_ENTITY_ATTACHMENTS(Entity entity)
- REMOVE_FORCED_OBJECTENTITYvoid REMOVE_FORCED_OBJECT(Any p0, Any p1, Any p2, Any p3, Any p4)
- REMOVE_MODEL_HIDEENTITYvoid REMOVE_MODEL_HIDE(float x, float y, float z, float radius, Hash modelHash, BOOL p5)
- REMOVE_MODEL_SWAPENTITYvoid REMOVE_MODEL_SWAP(float x, float y, float z, float radius, Hash originalModel, Hash newModel, BOOL p6)
- RESET_ENTITY_ALPHAENTITYvoid RESET_ENTITY_ALPHA(Entity entity)
- RESET_PICKUP_ENTITY_GLOWENTITYvoid RESET_PICKUP_ENTITY_GLOW(Entity entity)
- SET_ALLOW_MIGRATE_TO_SPECTATORENTITYvoid SET_ALLOW_MIGRATE_TO_SPECTATOR(Entity entity, Any p1)
- SET_CAN_AUTO_VAULT_ON_ENTITYENTITYvoid SET_CAN_AUTO_VAULT_ON_ENTITY(Entity entity, BOOL toggle)
- SET_CAN_CLIMB_ON_ENTITYENTITYvoid SET_CAN_CLIMB_ON_ENTITY(Entity entity, BOOL toggle)
- SET_ENTITY_ALPHAENTITYvoid SET_ENTITY_ALPHA(Entity entity, int alphaLevel, BOOL skin)
- SET_ENTITY_ALWAYS_PRERENDERENTITYvoid SET_ENTITY_ALWAYS_PRERENDER(Entity entity, BOOL toggle)
- SET_ENTITY_ANGULAR_VELOCITYENTITYvoid SET_ENTITY_ANGULAR_VELOCITY(Entity entity, float x, float y, float z)
- SET_ENTITY_ANIM_CURRENT_TIMEENTITYvoid SET_ENTITY_ANIM_CURRENT_TIME(Entity entity, const char* animDictionary, const char* animName, float time)
- SET_ENTITY_ANIM_SPEEDENTITYvoid SET_ENTITY_ANIM_SPEED(Entity entity, const char* animDictionary, const char* animName, float speedMultiplier)
- SET_ENTITY_AS_MISSION_ENTITYENTITYvoid SET_ENTITY_AS_MISSION_ENTITY(Entity entity, BOOL p1, BOOL p2)
- SET_ENTITY_AS_NO_LONGER_NEEDEDENTITYvoid SET_ENTITY_AS_NO_LONGER_NEEDED(Entity* entity)
- SET_ENTITY_CANT_CAUSE_COLLISION_DAMAGED_ENTITYENTITYvoid SET_ENTITY_CANT_CAUSE_COLLISION_DAMAGED_ENTITY(Entity entity1, Entity entity2)
- SET_ENTITY_CAN_BE_DAMAGEDENTITYvoid SET_ENTITY_CAN_BE_DAMAGED(Entity entity, BOOL toggle)
- SET_ENTITY_CAN_BE_DAMAGED_BY_RELATIONSHIP_GROUPENTITYvoid SET_ENTITY_CAN_BE_DAMAGED_BY_RELATIONSHIP_GROUP(Entity entity, BOOL bCanBeDamaged, int relGroup)
- SET_ENTITY_CAN_BE_TARGETED_WITHOUT_LOSENTITYvoid SET_ENTITY_CAN_BE_TARGETED_WITHOUT_LOS(Entity entity, BOOL toggle)
- SET_ENTITY_CAN_ONLY_BE_DAMAGED_BY_ENTITYENTITYvoid SET_ENTITY_CAN_ONLY_BE_DAMAGED_BY_ENTITY(Entity entity1, Entity entity2)
- SET_ENTITY_CAN_ONLY_BE_DAMAGED_BY_SCRIPT_PARTICIPANTSENTITYvoid SET_ENTITY_CAN_ONLY_BE_DAMAGED_BY_SCRIPT_PARTICIPANTS(Any p0, Any p1)
- SET_ENTITY_COLLISIONENTITYvoid SET_ENTITY_COLLISION(Entity entity, BOOL toggle, BOOL keepPhysics)
- SET_ENTITY_COMPLETELY_DISABLE_COLLISIONENTITYvoid SET_ENTITY_COMPLETELY_DISABLE_COLLISION(Entity entity, BOOL toggle, BOOL keepPhysics)
- SET_ENTITY_COORDSENTITYvoid SET_ENTITY_COORDS(Entity entity, float xPos, float yPos, float zPos, BOOL xAxis, BOOL yAxis, BOOL zAxis, BOOL clearArea)
- SET_ENTITY_COORDS_NO_OFFSETENTITYvoid SET_ENTITY_COORDS_NO_OFFSET(Entity entity, float xPos, float yPos, float zPos, BOOL xAxis, BOOL yAxis, BOOL zAxis)
- SET_ENTITY_COORDS_WITHOUT_PLANTS_RESETENTITYvoid SET_ENTITY_COORDS_WITHOUT_PLANTS_RESET(Entity entity, float xPos, float yPos, float zPos, BOOL alive, BOOL deadFlag, BOOL ragdollFlag, BOOL clearArea)
- SET_ENTITY_DYNAMICENTITYvoid SET_ENTITY_DYNAMIC(Entity entity, BOOL toggle)
- SET_ENTITY_HAS_GRAVITYENTITYvoid SET_ENTITY_HAS_GRAVITY(Entity entity, BOOL toggle)
- SET_ENTITY_HEADINGENTITYvoid SET_ENTITY_HEADING(Entity entity, float heading)
- SET_ENTITY_HEALTHENTITYvoid SET_ENTITY_HEALTH(Entity entity, int health, int p2)
- SET_ENTITY_INVINCIBLEENTITYvoid SET_ENTITY_INVINCIBLE(Entity entity, BOOL toggle)
- SET_ENTITY_IS_IN_VEHICLEENTITYvoid SET_ENTITY_IS_IN_VEHICLE(Entity entity)
- SET_ENTITY_IS_TARGET_PRIORITYENTITYvoid SET_ENTITY_IS_TARGET_PRIORITY(Entity entity, BOOL p1, float p2)
- SET_ENTITY_LIGHTSENTITYvoid SET_ENTITY_LIGHTS(Entity entity, BOOL toggle)
- SET_ENTITY_LOAD_COLLISION_FLAGENTITYvoid SET_ENTITY_LOAD_COLLISION_FLAG(Entity entity, BOOL toggle, Any p2)
- SET_ENTITY_LOD_DISTENTITYvoid SET_ENTITY_LOD_DIST(Entity entity, int value)
- SET_ENTITY_MAX_HEALTHENTITYvoid SET_ENTITY_MAX_HEALTH(Entity entity, int value)
- SET_ENTITY_MAX_SPEEDENTITYvoid SET_ENTITY_MAX_SPEED(Entity entity, float speed)
- SET_ENTITY_MIRROR_REFLECTION_FLAGENTITYvoid SET_ENTITY_MIRROR_REFLECTION_FLAG(Entity entity, BOOL p1)
- SET_ENTITY_MOTION_BLURENTITYvoid SET_ENTITY_MOTION_BLUR(Entity entity, BOOL toggle)
- SET_ENTITY_NOWEAPONDECALSENTITYvoid SET_ENTITY_NOWEAPONDECALS(Entity entity, BOOL p1)
- SET_ENTITY_NO_COLLISION_ENTITYENTITYvoid SET_ENTITY_NO_COLLISION_ENTITY(Entity entity1, Entity entity2, BOOL thisFrameOnly)
- SET_ENTITY_ONLY_DAMAGED_BY_PLAYERENTITYvoid SET_ENTITY_ONLY_DAMAGED_BY_PLAYER(Entity entity, BOOL toggle)
- SET_ENTITY_ONLY_DAMAGED_BY_RELATIONSHIP_GROUPENTITYvoid SET_ENTITY_ONLY_DAMAGED_BY_RELATIONSHIP_GROUP(Entity entity, BOOL p1, Any p2)
- SET_ENTITY_PROOFSENTITYvoid SET_ENTITY_PROOFS(Entity entity, BOOL bulletProof, BOOL fireProof, BOOL explosionProof, BOOL collisionProof, BOOL meleeProof, BOOL p6, BOOL p7, BOOL drownProof)
- SET_ENTITY_QUATERNIONENTITYvoid SET_ENTITY_QUATERNION(Entity entity, float x, float y, float z, float w)
- SET_ENTITY_RECORDS_COLLISIONSENTITYvoid SET_ENTITY_RECORDS_COLLISIONS(Entity entity, BOOL toggle)
- SET_ENTITY_RENDER_SCORCHEDENTITYvoid SET_ENTITY_RENDER_SCORCHED(Entity entity, BOOL toggle)
- SET_ENTITY_REQUIRES_MORE_EXPENSIVE_RIVER_CHECKENTITYvoid SET_ENTITY_REQUIRES_MORE_EXPENSIVE_RIVER_CHECK(Entity entity, BOOL toggle)
- SET_ENTITY_ROTATIONENTITYvoid SET_ENTITY_ROTATION(Entity entity, float pitch, float roll, float yaw, int rotationOrder, BOOL p5)
- SET_ENTITY_SHOULD_FREEZE_WAITING_ON_COLLISIONENTITYvoid SET_ENTITY_SHOULD_FREEZE_WAITING_ON_COLLISION(Entity entity, BOOL toggle)
- SET_ENTITY_SORT_BIASENTITYvoid SET_ENTITY_SORT_BIAS(Entity entity, float p1)
- SET_ENTITY_TRAFFICLIGHT_OVERRIDEENTITYvoid SET_ENTITY_TRAFFICLIGHT_OVERRIDE(Entity entity, int state)
- SET_ENTITY_USE_MAX_DISTANCE_FOR_WATER_REFLECTIONENTITYvoid SET_ENTITY_USE_MAX_DISTANCE_FOR_WATER_REFLECTION(Entity entity, BOOL p1)
- SET_ENTITY_VELOCITYENTITYvoid SET_ENTITY_VELOCITY(Entity entity, float x, float y, float z)
- SET_ENTITY_VISIBLEENTITYvoid SET_ENTITY_VISIBLE(Entity entity, BOOL toggle, BOOL unk)
- SET_ENTITY_WATER_REFLECTION_FLAGENTITYvoid SET_ENTITY_WATER_REFLECTION_FLAG(Entity entity, BOOL toggle)
- SET_OBJECT_AS_NO_LONGER_NEEDEDENTITYvoid SET_OBJECT_AS_NO_LONGER_NEEDED(Object* object)
- SET_PED_AS_NO_LONGER_NEEDEDENTITYvoid SET_PED_AS_NO_LONGER_NEEDED(Ped* ped)
- SET_PICKUP_COLLIDES_WITH_PROJECTILESENTITYvoid SET_PICKUP_COLLIDES_WITH_PROJECTILES(Any p0, Any p1)
- SET_PICK_UP_BY_CARGOBOB_DISABLEDENTITYvoid SET_PICK_UP_BY_CARGOBOB_DISABLED(Entity entity, BOOL toggle)
- SET_VEHICLE_AS_NO_LONGER_NEEDEDENTITYvoid SET_VEHICLE_AS_NO_LONGER_NEEDED(Vehicle* vehicle)
- SET_WAIT_FOR_COLLISIONS_BEFORE_PROBEENTITYvoid SET_WAIT_FOR_COLLISIONS_BEFORE_PROBE(Entity entity, BOOL toggle)
- STOP_ENTITY_ANIMENTITYAny STOP_ENTITY_ANIM(Entity entity, const char* animation, const char* animGroup, float p3)
- STOP_SYNCHRONIZED_ENTITY_ANIMENTITYBOOL STOP_SYNCHRONIZED_ENTITY_ANIM(Entity entity, float p1, BOOL p2)
- STOP_SYNCHRONIZED_MAP_ENTITY_ANIMENTITYBOOL STOP_SYNCHRONIZED_MAP_ENTITY_ANIM(float p0, float p1, float p2, float p3, Any p4, float p5)
- WOULD_ENTITY_BE_OCCLUDEDENTITYBOOL WOULD_ENTITY_BE_OCCLUDED(Hash entityModelHash, float x, float y, float z, BOOL p4)