CREATE_CHAR -> CREATE_PED ~rbv GET_CHAR_COORDINATES -> GET_PED_COORDS ~rbv CREATE_CHAR_INSIDE_CAR -> CREATE_PED_INSIDE_VEHICLE ~rbv GET_CHAR_HEADING -> GET_PED_HEADING ~rbv CREATE_CHAR_AS_PASSENGER -> CREATE_PED_INSIDE_VEHICLE ~rbv GET_CHAR_HEALTH -> GET_PED_HEALTH ~rbv CREATE_RANDOM_CHAR -> CREATE_RANDOM_PED ~rbv CREATE_RANDOM_MALE_CHAR -> CREATE_RANDOM_MALE_PED ~rbv CREATE_RANDOM_FEMALE_CHAR -> CREATE_RANDOM_FEMALE_PED ~rbv CREATE_RANDOM_CHAR_AS_DRIVER -> CREATE_RANDOM_PED_AS_DRIVER ~rbv STORE_CAR_CHAR_IS_IN_NO_SAVE -> GET_VEHICLE_PED_IS_IN ~rbv GET_DEAD_CHAR_PICKUP_COORDS -> GET_DEAD_PED_PICKUP_COORDS ~rbv GET_OFFSET_FROM_CHAR_IN_WORLD_COORDS -> GET_OFFSET_FROM_PED_IN_WORLD_COORDS ~rbv GET_CHAR_ARMOUR -> GET_PED_ARMOUR ~rbv LOAD_CHAR_DECISION_MAKER -> LOAD_PED_DECISION_MAKER ~rbv GET_CHAR_ANIM_CURRENT_TIME -> GET_PED_ANIM_CURRENT_TIME ~rbv GET_CHAR_ANIM_TOTAL_TIME -> GET_PED_ANIM_TOTAL_TIME ~rbv GET_CHAR_MODEL -> GET_PED_MODEL ~rbv GET_CHAR_SPEED -> GET_PED_SPEED ~rbv COPY_CHAR_DECISION_MAKER -> COPY_PED_DECISION_MAKER ~rbv COPY_GROUP_CHAR_DECISION_MAKER -> COPY_GROUP_PED_DECISION_MAKER ~rbv GET_CAR_CHAR_IS_USING -> GET_VEHICLE_PED_IS_USING ~rbv GET_CHAR_HEIGHT_ABOVE_GROUND -> GET_PED_HEIGHT_ABOVE_GROUND ~rbv GET_CHAR_VELOCITY -> GET_PED_VELOCITY ~rbv GET_DEAD_CHAR_COORDINATES -> GET_DEAD_PED_COORDS ~rbv GET_GROUP_MEMBER -> GET_PED_AS_GROUP_MEMBER ~rbv GET_GROUP_LEADER -> GET_PED_AS_GROUP_LEADER ~rbv GET_RANDOM_CHAR_IN_AREA_OFFSET_NO_SAVE -> GET_RANDOM_PED_AT_COORD ~rbv GET_CHAR_PROP_INDEX -> GET_PED_PROP_INDEX ~rbv GET_KEY_FOR_CHAR_IN_ROOM -> GET_KEY_FOR_PED_IN_ROOM ~rbv GET_INTERIOR_FROM_CHAR -> GET_INTERIOR_FROM_PED ~rbv GET_CHAR_EXTRACTED_DISPLACEMENT -> GET_PED_EXTRACTED_DISPLACEMENT ~rbv GET_PED_BONE_POSITION -> GET_PED_BONE_COORDS ~rbv DOES_CHAR_EXIST -> DOES_PED_EXIST ~rbv SET_CHAR_COORDINATES -> SET_PED_COORDS ~xp SET_DEAD_CHAR_COORDINATES -> SET_DEAD_PED_COORDS ~xp IS_CHAR_IN_AREA_2D -> IS_PED_IN_AREA ~xp IS_CHAR_IN_AREA_3D -> IS_PED_IN_AREA ~xp WARP_PED_FROM_VEHICLE_TO_VEHICLE -> SET_PED_INTO_VEHICLE ~XP WARP_CHAR_FROM_CAR_TO_CAR -> SET_PED_INTO_VEHICLE ~XP LOCATE_CHAR_ANY_MEANS_2D -> IS_PED_AT_COORD ~xp LOCATE_CHAR_ON_FOOT_2D -> IS_PED_AT_COORD ~xp LOCATE_CHAR_IN_CAR_2D -> IS_PED_AT_COORD ~xp LOCATE_PED_ANY_MEANS_PED_2D -> IS_PED_AT_PED ~XP LOCATE_CHAR_ANY_MEANS_CHAR_2D -> IS_PED_AT_PED ~XP LOCATE_PED_ON_FOOT_PED_2D -> IS_PED_AT_PED ~XP LOCATE_CHAR_ON_FOOT_CHAR_2D -> IS_PED_AT_PED ~XP LOCATE_PED_IN_VEHICLE_PED_2D -> IS_PED_AT_PED ~XP LOCATE_CHAR_IN_CAR_CHAR_2D -> IS_PED_AT_PED ~XP LOCATE_PED_ANY_MEANS_VEHICLE_2D -> IS_PED_AT_VEHICLE ~XP LOCATE_CHAR_ANY_MEANS_CAR_2D -> IS_PED_AT_VEHICLE ~XP LOCATE_PED_ON_FOOT_VEHICLE_2D -> IS_PED_AT_VEHICLE ~XP LOCATE_CHAR_ON_FOOT_CAR_2D -> IS_PED_AT_VEHICLE ~XP LOCATE_PED_IN_VEHICLE_VEHICLE_2D -> IS_PED_AT_VEHICLE ~XP LOCATE_CHAR_IN_CAR_CAR_2D -> IS_PED_AT_VEHICLE ~XP LOCATE_PED_ANY_MEANS_OBJECT_2D -> IS_PED_AT_OBJECT ~XP LOCATE_CHAR_ANY_MEANS_OBJECT_2D -> IS_PED_AT_OBJECT ~XP LOCATE_PED_ON_FOOT_OBJECT_2D -> IS_PED_AT_OBJECT ~XP LOCATE_CHAR_ON_FOOT_OBJECT_2D -> IS_PED_AT_OBJECT ~XP LOCATE_CHAR_ANY_MEANS_3D -> IS_PED_AT_COORD ~xp LOCATE_CHAR_ON_FOOT_3D -> IS_PED_AT_COORD ~xp LOCATE_CHAR_IN_CAR_3D -> IS_PED_AT_COORD ~xp LOCATE_CHAR_ANY_MEANS_CHAR_3D -> IS_PED_AT_PED ~xp LOCATE_CHAR_ON_FOOT_CHAR_3D -> IS_PED_AT_PED ~xp LOCATE_CHAR_IN_CAR_CHAR_3D -> IS_PED_AT_PED ~xp LOCATE_CHAR_ANY_MEANS_CAR_3D -> IS_PED_AT_VEHICLE ~xp LOCATE_CHAR_ON_FOOT_CAR_3D -> IS_PED_AT_VEHICLE ~xp LOCATE_CHAR_IN_CAR_CAR_3D -> IS_PED_AT_VEHICLE ~xp LOCATE_CHAR_ANY_MEANS_OBJECT_3D -> IS_PED_AT_OBJECT ~xp LOCATE_CHAR_ON_FOOT_OBJECT_3D -> IS_PED_AT_OBJECT ~xp LOCATE_CHAR_IN_CAR_OBJECT_3D -> IS_PED_AT_OBJECT ~xp IS_CHAR_IN_AREA_ON_FOOT_2D -> IS_PED_IN_AREA ~xp IS_CHAR_SHOOTING_IN_AREA -> IS_PED_SHOOTING_IN_AREA ~xp IS_ANY_CHAR_SHOOTING_IN_AREA -> IS_ANY_PED_SHOOTING_IN_AREA ~xp WARP_CHAR_FROM_CAR_TO_COORD -> SET_PED_COORDS_NO_VEHICLE ~xp WARP_PED_INTO_VEHICLE -> SET_PED_INTO_VEHICLE ~XP WARP_CHAR_INTO_CAR -> SET_PED_INTO_VEHICLE ~xp ~XP WARP_PED_INTO_VEHICLE_AS_PASSENGER -> SET_PED_INTO_VEHICLE ~XP WARP_CHAR_INTO_CAR_AS_PASSENGER -> SET_PED_INTO_VEHICLE ~XP SET_CHAR_MELEE_MOVEMENT_CONSTAINT_BOX -> SET_PED_MELEE_MOVEMENT_CONSTRAINT_BOX ~xp IS_CHAR_IN_ANGLED_AREA_2D -> IS_PED_IN_ANGLED_AREA ~xp IS_CHAR_IN_ANGLED_AREA_3D -> IS_PED_IN_ANGLED_AREA ~xp IS_CHAR_HOLDING_OBJECT -> IS_PED_HOLDING_AN_OBJECT ~xp SET_CHAR_VELOCITY -> SET_PED_VELOCITY ~xp SET_CHAR_ROTATION -> SET_PED_ROTATION ~xp SET_CHAR_COORDINATES_DONT_WARP_GANG -> SET_PED_COORDS_NO_GANG ~xp SET_CHAR_COORDINATES_NO_OFFSET -> SET_PED_COORDS_NO_OFFSET ~xp SET_CHAR_COMPONENT_VARIATION -> SET_PED_COMPONENT_VARIATION ~xp GET_CLOSEST_CHAR -> GET_CLOSEST_PED ~xp SET_CHAR_ANGLED_DEFENSIVE_AREA -> SET_PED_ANGLED_DEFENSIVE_AREA ~xp SET_CHAR_DEFENSIVE_AREA_ATTACHED_TO_PED -> SET_PED_DEFENSIVE_AREA_ATTACHED_TO_PED ~xp SUPPRESS_PED_MODEL -> SET_PED_MODEL_IS_SUPPRESSED ~xp DONT_SUPPRESS_PED_MODEL -> SET_PED_MODEL_IS_SUPPRESSED ~xp SET_PED_NOT_DAMAGED_BY_RELATIONSHIP_GROUP -> SET_PED_CAN_BE_DAMAGED_BY_RELATIONSHIP_GROUP ~SP SET_CHAR_NOT_DAMAGED_BY_RELATIONSHIP_GROUP -> SET_PED_CAN_BE_DAMAGED_BY_RELATIONSHIP_GROUP ~SP SET_PED_CANT_BE_DRAGGED_OUT -> SET_PED_CAN_BE_DRAGGED_OUT ~SP SET_CHAR_CANT_BE_DRAGGED_OUT -> SET_PED_CAN_BE_DRAGGED_OUT ~SP SET_PED_NEVER_TARGETTED -> SET_PED_CAN_BE_TARGETTED ~SP SET_CHAR_NEVER_TARGETTED -> SET_PED_CAN_BE_TARGETTED ~SP SET_GROUP_LEADER -> SET_PED_AS_GROUP_LEADER ~SP SET_GROUP_MEMBER -> SET_PED_AS_GROUP_MEMBER ~SP BLOCK_PED_HEAD_IK -> SET_PED_CAN_HEAD_IK ~SP BLOCK_CHAR_HEAD_IK -> SET_PED_CAN_HEAD_IK ~SP BLOCK_PED_GESTURE_ANIMS -> SET_PED_CAN_PLAY_GESTURE_ANIMS ~SP BLOCK_CHAR_GESTURE_ANIMS -> SET_PED_CAN_PLAY_GESTURE_ANIMS ~SP BLOCK_PED_VISEME_ANIMS -> SET_PED_CAN_PLAY_VISEME_ANIMS ~SP BLOCK_CHAR_VISEME_ANIMS -> SET_PED_CAN_PLAY_VISEME_ANIMS ~SP BLOCK_PED_AMBIENT_ANIMS -> SET_PED_CAN_PLAY_AMBIENT_ANIMS ~SP BLOCK_CHAR_AMBIENT_ANIMS -> SET_PED_CAN_PLAY_AMBIENT_ANIMS ~SP SET_PED_DONT_DO_EVASIVE_DIVES -> SET_PED_CAN_EVASIVE_DIVE ~SP SET_DONT_ACTIVATE_RAGDOLL_FROM_PLAYER_IMPACT -> SET_PED_CAN_RAGDOLL_FROM_PLAYER_IMPACT ~SP BLOCK_PEEKING_IN_COVER -> SET_PED_CAN_PEEK_IN_COVER ~SP BLOCK_COWERING_IN_COVER -> SET_PED_CAN_COWER_IN_COVER ~SP BLOCK_PED_WEAPON_SWITCHING -> SET_PED_CAN_SWITCH_WEAPON ~SP DELETE_CHAR -> DELETE_PED GET_PED_COORDINATES -> GET_PED_COORDS SET_PED_COORDINATES -> SET_PED_COORDS SET_DEAD_PED_COORDINATES -> SET_DEAD_PED_COORDS IS_PED_IN_AREA_2D -> IS_PED_IN_AREA IS_PED_IN_AREA_3D -> IS_PED_IN_AREA IS_CHAR_IN_CAR -> IS_PED_IN_VEHICLE IS_CHAR_IN_MODEL -> IS_PED_IN_MODEL IS_CHAR_IN_ANY_CAR -> IS_PED_IN_ANY_VEHICLE LOCATE_PED_ANY_MEANS_2D -> IS_PED_AT_COORD LOCATE_PED_ON_FOOT_2D -> IS_PED_AT_COORD LOCATE_PED_IN_VEHICLE_2D -> IS_PED_AT_COORD LOCATE_PED_IN_VEHICLE_OBJECT_2D -> IS_PED_AT_OBJECT LOCATE_CHAR_IN_CAR_OBJECT_2D -> IS_PED_AT_OBJECT LOCATE_PED_ANY_MEANS_3D -> IS_PED_AT_COORD LOCATE_PED_ON_FOOT_3D -> IS_PED_AT_COORD LOCATE_PED_IN_VEHICLE_3D -> IS_PED_AT_COORD LOCATE_PED_ANY_MEANS_PED_3D -> IS_PED_AT_PED LOCATE_PED_ON_FOOT_PED_3D -> IS_PED_AT_PED LOCATE_PED_IN_VEHICLE_PED_3D -> IS_PED_AT_PED LOCATE_PED_ANY_MEANS_VEHICLE_3D -> IS_PED_AT_VEHICLE LOCATE_PED_ON_FOOT_VEHICLE_3D -> IS_PED_AT_VEHICLE LOCATE_PED_IN_VEHICLE_VEHICLE_3D -> IS_PED_AT_VEHICLE LOCATE_PED_ANY_MEANS_OBJECT_3D -> IS_PED_AT_OBJECT LOCATE_PED_ON_FOOT_OBJECT_3D -> IS_PED_AT_OBJECT LOCATE_PED_IN_VEHICLE_OBJECT_3D -> IS_PED_AT_OBJECT IS_CHAR_DEAD -> IS_PED_DEAD IS_CHAR_FATALLY_INJURED -> IS_PED_FATALLY_INJURED IS_CHAR_INJURED -> IS_PED_INJURED SET_PED_WILL_MOVE_WHEN_INJURED -> SET_PED_CAN_MOVE_WHEN_INJURED SET_CHAR_WILL_MOVE_WHEN_INJURED -> SET_PED_CAN_MOVE_WHEN_INJURED IS_CHAR_IN_ZONE -> IS_PED_IN_ZONE SET_CHAR_HEADING -> SET_PED_HEADING SET_CHAR_DESIRED_HEADING -> SET_PED_DESIRED_HEADING IS_CHAR_FACING_CHAR -> IS_PED_FACING_PED IS_CHAR_TOUCHING_OBJECT -> IS_PED_TOUCHING_OBJECT IS_CHAR_IN_MELEE_COMBAT -> IS_PED_IN_MELEE_COMBAT IS_PED_IN_AREA_ON_FOOT_2D -> IS_PED_IN_AREA MARK_PED_AS_NO_LONGER_NEEDED -> SET_PED_AS_NO_LONGER_NEEDED MARK_CHAR_AS_NO_LONGER_NEEDED -> SET_PED_AS_NO_LONGER_NEEDED CREATE_PED_AS_PASSENGER -> CREATE_PED_INSIDE_VEHICLE SET_CHAR_HEALTH -> SET_PED_HEALTH IS_CHAR_TOUCHING_OBJECT_ON_FOOT -> IS_PED_TOUCHING_OBJECT_ON_FOOT IS_CHAR_STOPPED -> IS_PED_STOPPED SET_CHAR_ONLY_DAMAGED_BY_PLAYER -> SET_PED_ONLY_DAMAGED_BY_PLAYER SET_CHAR_ONLY_DAMAGED_BY_RELATIONSHIP_GROUP -> SET_PED_ONLY_DAMAGED_BY_RELATIONSHIP_GROUP SET_CHAR_PROOFS -> SET_PED_PROOFS IS_CHAR_ON_SCREEN -> IS_PED_ON_SCREEN IS_CHAR_SHOOTING -> IS_PED_SHOOTING SET_CHAR_ACCURACY -> SET_PED_ACCURACY IS_CHAR_MODEL -> IS_PED_MODEL EXPLODE_CHAR_HEAD -> EXPLODE_PED_HEAD SET_CHAR_VISIBLE -> SET_PED_VISIBLE IS_CHAR_VISIBLE -> IS_PED_VISIBLE REMOVE_CHAR_ELEGANTLY -> REMOVE_PED_ELEGANTLY ADD_ARMOUR_TO_CHAR -> ADD_ARMOUR_TO_PED WARP_PED_FROM_VEHICLE_TO_COORD -> SET_PED_COORDS_NO_VEHICLE HAS_PED_SPOTTED_PED -> HAS_PED_CLEAR_LOS_TO_PED HAS_CHAR_SPOTTED_CHAR -> HAS_PED_CLEAR_LOS_TO_PED CAN_CREATE_RANDOM_CHAR -> CAN_CREATE_RANDOM_PED SET_CHAR_ANIM_SPEED -> SET_PED_ANIM_SPEED SET_CHAR_ALL_ANIMS_SPEED -> SET_PED_ALL_ANIMS_SPEED SET_CHAR_MOVE_ANIM_SPEED_MULTIPLIER -> SET_PED_MOVE_ANIM_SPEED_MULTIPLIER BLEND_OUT_PED_MOVE_ANIMS -> SET_PED_MOVE_ANIMS_BLEND_OUT BLEND_OUT_CHAR_MOVE_ANIMS -> SET_PED_MOVE_ANIMS_BLEND_OUT IS_CHAR_MALE -> IS_PED_MALE STORE_VEHICLE_PED_IS_IN_NO_SAVE -> GET_VEHICLE_PED_IS_IN SET_SCRIPTED_CONVERSION_CENTRE -> SET_SCRIPTED_CONVERSION_COORD CLEAR_SCRIPTED_CONVERSION_CENTRE -> CLEAR_SCRIPTED_CONVERSION_COORD SET_CHAR_MONEY -> SET_PED_MONEY GET_CHAR_MONEY -> GET_PED_MONEY SET_CHAR_SUFFERS_CRITICAL_HITS -> SET_PED_SUFFERS_CRITICAL_HITS SET_CHAR_READY_TO_BE_STUNNED -> SET_PED_READY_TO_BE_STUNNED GET_CHAR_READY_TO_BE_STUNNED -> GET_PED_READY_TO_BE_STUNNED SET_CHAR_READY_TO_BE_EXECUTED -> SET_PED_READY_TO_BE_EXECUTED GET_CHAR_READY_TO_BE_EXECUTED -> GET_PED_READY_TO_BE_EXECUTED SET_CHAR_MELEE_ACTION_FLAG0 -> SET_PED_MELEE_ACTION_FLAG0 GET_CHAR_MELEE_ACTION_FLAG0 -> GET_PED_MELEE_ACTION_FLAG0 SET_CHAR_MELEE_ACTION_FLAG1 -> SET_PED_MELEE_ACTION_FLAG1 GET_CHAR_MELEE_ACTION_FLAG1 -> GET_PED_MELEE_ACTION_FLAG1 SET_PED_MELEE_MOVEMENT_CONSTAINT_BOX -> SET_PED_MELEE_MOVEMENT_CONSTRAINT_BOX IS_CHAR_SITTING_IN_CAR -> IS_PED_SITTING_IN_VEHICLE IS_CHAR_SITTING_IN_ANY_CAR -> IS_PED_SITTING_IN_ANY_VEHICLE IS_CHAR_ON_FOOT -> IS_PED_ON_FOOT IS_CHAR_ON_ANY_BIKE -> IS_PED_ON_ANY_BIKE IS_CHAR_IN_ANY_BOAT -> IS_PED_IN_ANY_BOAT IS_CHAR_IN_ANY_HELI -> IS_PED_IN_ANY_HELI IS_CHAR_IN_ANY_PLANE -> IS_PED_IN_ANY_PLANE IS_CHAR_IN_WATER -> IS_PED_IN_WATER IS_CHAR_IN_FLYING_VEHICLE -> IS_PED_IN_FLYING_VEHICLE FREEZE_CHAR_POSITION -> FREEZE_PED_POSITION SET_PED_DROWNS_IN_WATER -> SET_PED_DIES_IN_WATER SET_CHAR_DROWNS_IN_WATER -> SET_PED_DIES_IN_WATER SET_PED_DROWNS_IN_SINKING_VEHICLE -> SET_PED_DIES_IN_SINKING_VEHICLE SET_CHAR_DROWNS_IN_SINKING_VEHICLE -> SET_PED_DIES_IN_SINKING_VEHICLE IS_CHAR_WAITING_FOR_WORLD_COLLISION -> IS_PED_WAITING_FOR_WORLD_COLLISION HAS_CHAR_BEEN_DAMAGED_BY_CHAR -> HAS_PED_BEEN_DAMAGED_BY_PED HAS_CHAR_BEEN_DAMAGED_BY_CAR -> HAS_PED_BEEN_DAMAGED_BY_VEHICLE SET_CHAR_STAY_IN_CAR_WHEN_JACKED -> SET_PED_STAY_IN_VEHICLE_WHEN_JACKED IS_CHAR_TOUCHING_VEHICLE -> IS_PED_TOUCHING_VEHICLE SET_CHAR_CAN_BE_SHOT_IN_VEHICLE -> SET_PED_CAN_BE_SHOT_IN_VEHICLE CLEAR_CHAR_LAST_DAMAGE_ENTITY -> CLEAR_PED_LAST_DAMAGE_ENTITY GET_CHAR_LAST_DAMAGE_BONE -> GET_PED_LAST_DAMAGE_BONE CLEAR_CHAR_LAST_DAMAGE_BONE -> CLEAR_PED_LAST_DAMAGE_BONE IS_CHAR_IN_ANY_POLICE_VEHICLE -> IS_PED_IN_ANY_POLICE_VEHICLE DOES_CHAR_EXIST -> DOES_PED_EXIST FREEZE_CHAR_POSITION_AND_DONT_LOAD_COLLISION -> FREEZE_PED_POSITION_AND_DONT_LOAD_COLLISION SET_LOAD_COLLISION_FOR_CHAR_FLAG -> SET_LOAD_COLLISION_FOR_PED_FLAG SET_CHAR_DUCKING -> SET_PED_DUCKING IS_CHAR_DUCKING -> IS_PED_DUCKING IS_PED_IN_ANGLED_AREA_2D -> IS_PED_IN_ANGLED_AREA IS_PED_IN_ANGLED_AREA_3D -> IS_PED_IN_ANGLED_AREA IS_PED_IN_TAXI -> IS_PED_IN_ANY_TAXI IS_CHAR_IN_TAXI -> IS_PED_IN_ANY_TAXI SET_CHAR_DECISION_MAKER -> SET_PED_DECISION_MAKER SET_CHAR_DECISION_MAKER_TO_DEFAULT -> SET_PED_DECISION_MAKER_TO_DEFAULT SET_SENSE_RANGE -> SET_PED_SENSE_RANGE IS_CHAR_PLAYING_ANIM -> IS_PED_PLAYING_ANIM HAS_CHAR_ANIM_FINISHED -> HAS_PED_ANIM_FINISHED SET_CHAR_ANIM_CURRENT_TIME -> SET_PED_ANIM_CURRENT_TIME SET_CHAR_COLLISION -> SET_PED_COLLISION REMOVE_CHAR_FROM_GROUP -> REMOVE_PED_FROM_GROUP IS_GROUP_MEMBER -> IS_PED_GROUP_MEMBER IS_GROUP_LEADER -> IS_PED_GROUP_LEADER CLEAR_CHAR_DECISION_MAKER_EVENT_RESPONSE -> CLEAR_PED_DECISION_MAKER_EVENT_RESPONSE ADD_CHAR_DECISION_MAKER_EVENT_RESPONSE -> ADD_PED_DECISION_MAKER_EVENT_RESPONSE SET_GROUP_CHAR_DECISION_MAKER -> SET_GROUP_PED_DECISION_MAKER FORCE_PED_PINNED_DOWN -> SET_PED_PINNED_DOWN ALLOW_GANG_RELATIONSHIPS_TO_BE_CHANGED_BY_NEXT_COMMAND -> SET_GANG_RELATIONSHIPS_CAN_BE_CHANGED_BY_NEXT_COMMAND IS_PED_HOLDING_OBJECT -> IS_PED_HOLDING_AN_OBJECT SET_CHAR_RELATIONSHIP_GROUP -> SET_PED_RELATIONSHIP_GROUP SET_RELATIONSHIP -> SET_RELATIONSHIP_BETWEEN_REL_GROUPS CLEAR_RELATIONSHIP -> CLEAR_RELATIONSHIP_BETWEEN_REL_GROUPS SET_CHAR_RELATIONSHIP -> SET_PED_RELATIONSHIP CLEAR_CHAR_RELATIONSHIP -> CLEAR_PED_RELATIONSHIP SET_INFORM_RESPECTED_FRIENDS -> SET_PED_TO_INFORM_RESPECTED_FRIENDS IS_CHAR_RESPONDING_TO_EVENT -> IS_PED_RESPONDING_TO_EVENT SET_CHAR_IS_TARGET_PRIORITY -> SET_PED_IS_TARGET_PRIORITY SET_CHAR_SHOOT_RATE -> SET_PED_SHOOT_RATE IS_CHAR_IN_AIR -> IS_PED_IN_AIR SET_CHAR_GRAVITY -> SET_PED_GRAVITY DAMAGE_PED -> APPLY_DAMAGE_TO_PED DAMAGE_CHAR -> APPLY_DAMAGE_TO_PED SET_CHAR_ALLOWED_TO_DUCK -> SET_PED_ALLOWED_TO_DUCK SET_CHAR_NEVER_LEAVES_GROUP -> SET_PED_NEVER_LEAVES_GROUP GET_DEAD_PED_COORDINATES -> GET_DEAD_PED_COORDS SET_CHAR_MAX_HEALTH -> SET_PED_MAX_HEALTH SET_CHAR_MAX_TIME_IN_WATER -> SET_PED_MAX_TIME_IN_WATER SET_CHAR_MAX_TIME_UNDERWATER -> SET_PED_MAX_TIME_UNDERWATER SET_GROUP_CHAR_DUCKS_WHEN_AIMED_AT -> SET_GROUP_PED_DUCKS_WHEN_AIMED_AT SET_CHAR_CAN_BE_KNOCKED_OFF_BIKE -> SET_PED_CAN_BE_KNOCKED_OFF_BIKE SET_PED_COORDINATES_DONT_WARP_GANG -> SET_PED_COORDS_NO_GANG IS_CHAR_STUCK_UNDER_CAR -> IS_PED_STUCK_UNDER_VEHICLE SET_CHAR_KEEP_TASK -> SET_PED_KEEP_TASK IS_CHAR_SWIMMING -> IS_PED_SWIMMING SET_PED_COORDINATES_NO_OFFSET -> SET_PED_COORDS_NO_OFFSET SET_PED_FORCE_DIE_IN_VEHICLE -> SET_PED_DIES_IN_VEHICLE SET_CHAR_FORCE_DIE_IN_CAR -> SET_PED_DIES_IN_VEHICLE GET_CREATE_RANDOM_COPS -> CAN_CREATE_RANDOM_COPS SET_CHAR_DRUGGED_UP -> SET_PED_DRUGGED_UP SET_CHAR_IN_CUTSCENE -> SET_PED_IN_CUTSCENE SET_CHAR_AS_ENEMY -> SET_PED_AS_ENEMY SET_CHAR_CAN_SMASH_GLASS -> SET_PED_CAN_SMASH_GLASS IS_CHAR_IN_ANY_TRAIN -> IS_PED_IN_ANY_TRAIN SET_CHAR_WANTED_BY_POLICE -> SET_PED_WANTED_BY_POLICE IS_PED_GETTING_IN_TO_A_VEHICLE -> IS_PED_GETTING_INTO_A_VEHICLE IS_CHAR_GETTING_IN_TO_A_CAR -> IS_PED_GETTING_INTO_A_VEHICLE IS_CHAR_TRYING_TO_ENTER_A_LOCKED_CAR -> IS_PED_TRYING_TO_ENTER_A_LOCKED_VEHICLE HAS_PED_SPOTTED_PED_IN_FRONT -> HAS_PED_CLEAR_LOS_TO_PED_IN_FRONT HAS_CHAR_SPOTTED_CHAR_IN_FRONT -> HAS_PED_CLEAR_LOS_TO_PED_IN_FRONT SET_CHAR_GET_OUT_UPSIDE_DOWN_CAR -> SET_PED_GET_OUT_UPSIDE_DOWN_VEHICLE SET_PED_WILL_REMAIN_ON_BOAT_AFTER_MISSION_ENDS -> SET_PED_CAN_REMAIN_ON_BOAT_AFTER_MISSION_ENDS SET_CHAR_WILL_REMAIN_ON_BOAT_AFTER_MISSION_ENDS -> SET_PED_CAN_REMAIN_ON_BOAT_AFTER_MISSION_ENDS IS_CHAR_TOUCHING_CHAR -> IS_PED_TOUCHING_PED GET_RANDOM_PED_IN_AREA_OFFSET_NO_SAVE -> GET_RANDOM_PED_AT_COORD SET_ANIM_GROUP_FOR_PED -> SET_PED_ANIM_GROUP SET_ANIM_GROUP_FOR_CHAR -> SET_PED_ANIM_GROUP GET_ANIM_GROUP_FROM_PED -> GET_PED_ANIM_GROUP GET_ANIM_GROUP_FROM_CHAR -> GET_PED_ANIM_GROUP SET_CHAR_USES_DEAFULT_ANIM_GROUP_WHEN_FLEEING -> SET_PED_USES_DEAFULT_ANIM_GROUP_WHEN_FLEEING SET_CHAR_GESTURE_GROUP -> SET_PED_GESTURE_GROUP GET_CHAR_DRAWABLE_VARIATION -> GET_PED_DRAWABLE_VARIATION GET_NUMBER_OF_CHAR_DRAWABLE_VARIATIONS -> GET_NUMBER_OF_PED_DRAWABLE_VARIATIONS GET_CHAR_TEXTURE_VARIATION -> GET_PED_TEXTURE_VARIATION GET_NUMBER_OF_CHAR_TEXTURE_VARIATIONS -> GET_NUMBER_OF_PED_TEXTURE_VARIATIONS SET_CHAR_RANDOM_COMPONENT_VARIATION -> SET_PED_RANDOM_COMPONENT_VARIATION SET_CHAR_DEFAULT_COMPONENT_VARIATION -> SET_PED_DEFAULT_COMPONENT_VARIATION SET_CHAR_PROP_INDEX -> SET_PED_PROP_INDEX CLEAR_CHAR_PROP -> CLEAR_PED_PROP CLEAR_ALL_CHAR_PROPS -> CLEAR_ALL_PED_PROPS SET_ROOM_FOR_CHAR_BY_NAME -> SET_ROOM_FOR_PED_BY_NAME SET_ROOM_FOR_CHAR_BY_KEY -> SET_ROOM_FOR_PED_BY_KEY CLEAR_ROOM_FOR_CHAR -> CLEAR_ROOM_FOR_PED BEGIN_PED_SEARCH_CRITERIA -> START_PED_SEARCH_CRITERIA BEGIN_CHAR_SEARCH_CRITERIA -> START_PED_SEARCH_CRITERIA END_PED_SEARCH_CRITERIA -> STOP_PED_SEARCH_CRITERIA END_CHAR_SEARCH_CRITERIA -> STOP_PED_SEARCH_CRITERIA ALLOW_SCENARIO_PEDS_TO_BE_RETURNED_BY_NEXT_COMMAND -> SET_SCENARIO_PEDS_TO_BE_RETURNED_BY_NEXT_COMMAND SWITCH_PED_TO_RAGDOLL -> SET_PED_TO_RAGDOLL SWITCH_PED_TO_RAGDOLL_WITH_FALL -> SET_PED_TO_RAGDOLL_WITH_FALL SWITCH_PED_TO_ANIMATED -> SET_PED_TO_ANIMATED UNLOCK_RAGDOLL -> SET_PED_CAN_RAGDOLL SET_CHAR_AS_MISSION_CHAR -> SET_PED_AS_MISSION_PED SET_CHAR_SPHERE_DEFENSIVE_AREA -> SET_PED_SPHERE_DEFENSIVE_AREA REMOVE_CHAR_DEFENSIVE_AREA -> REMOVE_PED_DEFENSIVE_AREA SET_CHAR_NAME_DEBUG -> SET_PED_NAME_DEBUG ATTACH_PED_TO_CAR -> ATTACH_PED_TO_VEHICLE ATTACH_PED_TO_CAR_PHYSICALLY -> ATTACH_PED_TO_VEHICLE_PHYSICALLY DETACH_PED_FROM_WITHIN_CAR -> DETACH_PED_FROM_WITHIN_VEHICLE SET_ROTATION_FOR_ATTACHED_PED -> SET_ATTACHED_PED_ROTATION IS_PED_ATTACHED_TO_ANY_CAR -> IS_PED_ATTACHED_TO_ANY_VEHICLE DAMAGE_PED_BODY_PART -> APPLY_DAMAGE_TO_PED_BODY_PART GET_DAMAGE_TO_PED_BODY_PART -> GET_PED_BODY_PART_DAMAGE RESET_VISIBLE_PED_DAMAGE -> RESET_PED_VISIBLE_DAMAGE SEND_NM_MESSAGE -> GIVE_PED_NM_MESSAGE SET_NM_ANIM_POSE -> SET_PED_NM_ANIM_POSE BLEND_FROM_NM_WITH_ANIM -> SET_PED_BLEND_FROM_NM_WITH_ANIM CHECK_NM_FEEDBACK -> GET_PED_NM_FEEDBACK FLUSH_SCENARIO_BLOCKING_AREAS -> REMOVE_SCENARIO_BLOCKING_AREAS FORCE_SPAWN_SCENARIO_PEDS_IN_AREA -> SET_SCENARIO_PEDS_SPAWN_IN_SPHERE_AREA IS_CHAR_USING_SCENARIO -> IS_PED_USING_SCENARIO IS_CHAR_USING_ANY_SCENARIO -> IS_PED_USING_ANY_SCENARIO IS_CHAR_GESTURING -> IS_PED_GESTURING ALLOW_REACTION_ANIMS -> SET_PED_CAN_PLAY_REACTION_ANIMS ALLOW_AUTO_CONVERSATION_LOOKATS -> SET_PED_CAN_USE_AUTO_CONVERSATION_LOOKAT IS_PED_LOOKING_AT_PED -> IS_PED_HEADTRACKING_PED SET_CHAR_INVINCIBLE -> SET_PED_INVINCIBLE SET_PED_WILL_FLY_THROUGH_WINDSCREEN -> SET_PED_CAN_FLY_THROUGH_WINDSCREEN SET_CHAR_WILL_FLY_THROUGH_WINDSCREEN -> SET_PED_CAN_FLY_THROUGH_WINDSCREEN SET_SPECIFIC_PASSENGER_INDEX_TO_USE_IN_GROUPS -> SET_PED_GROUP_MEMBER_PASSENGER_INDEX SET_PED_WILL_ONLY_FIRE_WITH_CLEAR_LOS -> SET_PED_CAN_ONLY_FIRE_WITH_CLEAR_LOS SET_CHAR_WILL_ONLY_FIRE_WITH_CLEAR_LOS -> SET_PED_CAN_ONLY_FIRE_WITH_CLEAR_LOS FIRE_PED_WEAPON -> SET_PED_SHOOTS_AT_COORD DONT_SUPPRESS_ANY_PED_MODELS -> STOP_ANY_PED_MODEL_BEING_SUPPRESSED ALLOW_TARGET_WHEN_INJURED -> SET_PED_CAN_BE_TARGETED_WHEN_INJURED SET_PED_WONT_ATTACK_PLAYER_WITHOUT_WANTED_LEVEL -> SET_PED_WILL_ONLY_ATTACK_WANTED_PLAYER ENABLE_PED_HELMET -> SET_PED_HELMET FORCE_PED_TO_LOAD_COVER -> SET_PED_TO_LOAD_COVER FORCE_PED_TO_FLEE_WHILST_DRIVING_VEHICLE -> SET_PED_TO_FLEE_WHEN_DRIVING_VEHICLE SET_CAN_TARGET_PED_WITHOUT_LOS -> SET_PED_CAN_BE_TARGETED_WITHOUT_LOS SET_CAN_TARGET_CHAR_WITHOUT_LOS -> SET_PED_CAN_BE_TARGETED_WITHOUT_LOS ALWAYS_USE_HEAD_ON_HORN_ANIM_WHEN_DEAD_IN_VEHICLE -> SET_PED_PLAYS_HEAD_ON_HORN_ANIM_WHEN_DIES_IN_VEHICLE ALWAYS_USE_HEAD_ON_HORN_ANIM_WHEN_DEAD_IN_CAR -> SET_PED_PLAYS_HEAD_ON_HORN_ANIM_WHEN_DIES_IN_VEHICLE SET_PED_ENABLE_LEG_IK -> SET_PED_LEG_IK_MODE MARK_PED_AS_NO_LONGER_NEEDED -> SET_PED_AS_NO_LONGER_NEEDED MARK_CHAR_AS_NO_LONGER_NEEDED -> SET_PED_AS_NO_LONGER_NEEDED SET_CHAR_DIES_INSTANTLY_IN_WATER -> SET_PED_DIES_INSTANTLY_IN_WATER SET_CHAR_CLIMB_ANIM_RATE -> SET_PED_CLIMB_ANIM_RATE ARE_ENEMY_PEDS_IN_AREA -> IS_PED_IN_SPHERE_AREA_OF_ANY_ENEMY_PEDS SET_CHAR_WILL_USE_COVER -> SET_CHAR_WILL_USE_COVER ~rc SET_CHAR_WILL_USE_CARS_IN_COMBAT -> SET_CHAR_WILL_USE_CARS_IN_COMBAT ~rc SET_CHAR_WILL_DO_DRIVEBYS -> SET_CHAR_WILL_DO_DRIVEBYS ~rc SET_CHAR_WILL_LEAVE_CAR_IN_COMBAT -> SET_CHAR_WILL_LEAVE_CAR_IN_COMBAT ~rc SET_CHAR_WILL_COWER_INSTEAD_OF_FLEEING -> SET_CHAR_WILL_COWER_INSTEAD_OF_FLEEING ~rc GET_CHAR_WILL_COWER_INSTEAD_OF_FLEEING -> GET_CHAR_WILL_COWER_INSTEAD_OF_FLEEING ~rc CREATE_DUMMY_CHAR -> CREATE_DUMMY_CHAR ~TR DELETE_DUMMY_CHAR -> DELETE_DUMMY_CHAR ~TR STORE_CAR_CHAR_IS_IN -> STORE_CAR_CHAR_IS_IN ~TR IS_CHAR_HEALTH_GREATER -> IS_CHAR_HEALTH_GREATER ~TR DONT_REMOVE_CHAR -> DONT_REMOVE_CHAR ~TR SET_CHAR_BLEEDING -> SET_CHAR_BLEEDING ~TR CREATE_RANDOM_CHAR_AS_PASSENGER -> CREATE_RANDOM_CHAR_AS_PASSENGER ~TR GET_CHAR_MOVE_ANIM_SPEED_MULTIPLIER -> GET_CHAR_MOVE_ANIM_SPEED_MULTIPLIER ~TR FORCE_RANDOM_PED_TYPE -> FORCE_RANDOM_PED_TYPE ~TR SET_CHAR_MELEE_ACTION_FLAG2 -> SET_CHAR_MELEE_ACTION_FLAG2 ~TR GET_CHAR_MELEE_ACTION_FLAG2 -> GET_CHAR_MELEE_ACTION_FLAG2 ~TR UNSET_CHAR_MELEE_MOVEMENT_CONSTAINT_BOX -> UNSET_CHAR_MELEE_MOVEMENT_CONSTAINT_BOX ~TR GET_NUMBER_OF_FOLLOWERS -> GET_NUMBER_OF_FOLLOWERS ~TR CAN_CHAR_SEE_DEAD_CHAR -> CAN_CHAR_SEE_DEAD_CHAR ~TR HAS_CHAR_BEEN_PHOTOGRAPHED -> HAS_CHAR_BEEN_PHOTOGRAPHED ~TR TOGGLE_CHAR_DUCKING -> TOGGLE_CHAR_DUCKING ~TR SET_CHAR_DUCKING_TIMED -> SET_CHAR_DUCKING_TIMED ~TR SET_CHAR_ANIM_PLAYING_FLAG -> SET_CHAR_ANIM_PLAYING_FLAG ~TR GET_CHAR_ANIM_IS_EVENT -> GET_CHAR_ANIM_IS_EVENT ~TR GET_CHAR_ANIM_EVENT_TIME -> GET_CHAR_ANIM_EVENT_TIME ~TR SET_GROUP_DECISION_MAKER -> SET_GROUP_DECISION_MAKER ~TR LOAD_GROUP_DECISION_MAKER -> LOAD_GROUP_DECISION_MAKER ~TR ARE_ANY_CHARS_NEAR_CHAR -> ARE_ANY_CHARS_NEAR_CHAR ~TR CLEAR_COMBAT_DECISION_MAKER_EVENT_RESPONSE -> CLEAR_COMBAT_DECISION_MAKER_EVENT_RESPONSE ~TR ADD_COMBAT_DECISION_MAKER_EVENT_RESPONSE -> ADD_COMBAT_DECISION_MAKER_EVENT_RESPONSE ~TR SET_GROUP_COMBAT_DECISION_MAKER -> SET_GROUP_COMBAT_DECISION_MAKER ~TR SET_ADVANCED_BOOL_IN_DECISION_MAKER -> SET_ADVANCED_BOOL_IN_DECISION_MAKER ~TR SET_DECISION_MAKER_ATTRIBUTE_TARGET_LOSS_RESPONSE -> SET_DECISION_MAKER_ATTRIBUTE_TARGET_LOSS_RESPONSE ~TR SET_DECISION_MAKER_ATTRIBUTE_CAN_CHANGE_TARGET -> SET_DECISION_MAKER_ATTRIBUTE_CAN_CHANGE_TARGET ~TR SET_DECISION_MAKER_ATTRIBUTE_FIRE_RATE -> SET_DECISION_MAKER_ATTRIBUTE_FIRE_RATE ~TR SET_DECISION_MAKER_ATTRIBUTE_CAUTION -> SET_DECISION_MAKER_ATTRIBUTE_CAUTION ~TR SET_DECISION_MAKER_ATTRIBUTE_LOW_HEALTH -> SET_DECISION_MAKER_ATTRIBUTE_LOW_HEALTH ~TR SET_DECISION_MAKER_ATTRIBUTE_LOW_HEALTH -> SET_DECISION_MAKER_ATTRIBUTE_LOW_HEALTH ~TR SET_DECISION_MAKER_ATTRIBUTE_MOVEMENT_STYLE -> SET_DECISION_MAKER_ATTRIBUTE_MOVEMENT_STYLE ~TR SET_DECISION_MAKER_ATTRIBUTE_STANDING_STYLE -> SET_DECISION_MAKER_ATTRIBUTE_STANDING_STYLE ~TR SET_DECISION_MAKER_ATTRIBUTE_NAVIGATION_STYLE -> SET_DECISION_MAKER_ATTRIBUTE_NAVIGATION_STYLE ~TR SET_DECISION_MAKER_ATTRIBUTE_RETREATING_BEHAVIOUR -> SET_DECISION_MAKER_ATTRIBUTE_RETREATING_BEHAVIOUR ~TR SET_DECISION_MAKER_ATTRIBUTE_TEAMWORK -> SET_DECISION_MAKER_ATTRIBUTE_TEAMWORK ~TR SET_DECISION_MAKER_ATTRIBUTE_TARGET_INJURED_REACTION -> SET_DECISION_MAKER_ATTRIBUTE_TARGET_INJURED_REACTION ~TR SET_DECISION_MAKER_ATTRIBUTE_WEAPON_ACCURACY -> SET_DECISION_MAKER_ATTRIBUTE_WEAPON_ACCURACY ~TR SET_DECISION_MAKER_ATTRIBUTE_SIGHT_RANGE -> SET_DECISION_MAKER_ATTRIBUTE_SIGHT_RANGE ~TR IS_PED_PINNED_DOWN -> IS_PED_PINNED_DOWN ~TR START_SETTING_UP_CONVERSATION -> START_SETTING_UP_CONVERSATION ~TR FINISH_SETTING_UP_CONVERSATION -> FINISH_SETTING_UP_CONVERSATION ~TR IS_CONVERSATION_AT_NODE -> IS_CONVERSATION_AT_NODE ~TR GET_MODEL_PED_IS_HOLDING -> GET_MODEL_PED_IS_HOLDING ~TR HAS_CHAR_BEEN_ARRESTED -> HAS_CHAR_BEEN_ARRESTED ~TR CLEAR_ALL_CHAR_RELATIONSHIPS -> CLEAR_ALL_CHAR_RELATIONSHIPS ~TR IS_RELATIONSHIP_SET -> IS_RELATIONSHIP_SET ~TR CLEAR_GROUP_DECISION_MAKER_EVENT_RESPONSE -> CLEAR_GROUP_DECISION_MAKER_EVENT_RESPONSE ~TR ADD_GROUP_DECISION_MAKER_EVENT_RESPONSE -> ADD_GROUP_DECISION_MAKER_EVENT_RESPONSE ~TR IS_CHAR_RESPONDING_TO_ANY_EVENT -> IS_CHAR_RESPONDING_TO_ANY_EVENT ~TR SET_GROUP_DEFAULT_TASK_ALLOCATOR -> SET_GROUP_DEFAULT_TASK_ALLOCATOR ~TR LISTEN_TO_PLAYER_GROUP_COMMANDS -> LISTEN_TO_PLAYER_GROUP_COMMANDS ~TR COPY_GROUP_DECISION_MAKER -> COPY_GROUP_DECISION_MAKER ~TR COPY_GROUP_COMBAT_DECISION_MAKER -> COPY_GROUP_COMBAT_DECISION_MAKER ~TR GET_GROUP_FORMATION -> GET_GROUP_FORMATION ~TR GET_GROUP_FORMATION_SPACING -> GET_GROUP_FORMATION_SPACING ~TR GIVE_MELEE_ATTACK_TO_CHAR -> GIVE_MELEE_ATTACK_TO_CHAR ~TR GET_CHAR_HIGHEST_PRIORITY_EVENT -> GET_CHAR_HIGHEST_PRIORITY_EVENT ~TR GET_CHAR_GRAVITY -> GET_CHAR_GRAVITY ~TR SET_GROUP_SEQUENCE -> SET_GROUP_SEQUENCE ~TR IS_PLAYER_IN_POSITION_FOR_CONVERSATION -> IS_PLAYER_IN_POSITION_FOR_CONVERSATION ~TR ENABLE_CONVERSATION -> ENABLE_CONVERSATION ~TR GET_GROUP_CHAR_DUCKS_WHEN_AIMED_AT -> GET_GROUP_CHAR_DUCKS_WHEN_AIMED_AT ~TR CLEAR_CONVERSATION_FOR_CHAR -> CLEAR_CONVERSATION_FOR_CHAR ~TR GET_NTH_GROUP_MEMBER -> GET_NTH_GROUP_MEMBER ~TR SET_CHAR_BULLETPROOF_VEST -> SET_CHAR_BULLETPROOF_VEST ~TR SET_CHAR_FIRE_DAMAGE_MULTIPLIER -> SET_CHAR_FIRE_DAMAGE_MULTIPLIER ~TR SET_CHAR_USES_UPPERBODY_DAMAGE_ANIMS_ONLY -> SET_CHAR_USES_UPPERBODY_DAMAGE_ANIMS_ONLY ~TR GET_CHAR_SWIM_STATE -> GET_CHAR_SWIM_STATE ~TR START_CHAR_FACIAL_TALK -> START_CHAR_FACIAL_TALK ~TR STOP_CHAR_FACIAL_TALK -> STOP_CHAR_FACIAL_TALK ~TR COPY_SHARED_CHAR_DECISION_MAKER -> COPY_SHARED_CHAR_DECISION_MAKER ~TR IS_CHAR_HEAD_MISSING -> IS_CHAR_HEAD_MISSING ~TR SET_UP_CONVERSATION_END_NODE_WITH_SPEECH -> SET_UP_CONVERSATION_END_NODE_WITH_SPEECH ~TR FINISH_SETTING_UP_CONVERSATION_NO_SUBTITLES -> FINISH_SETTING_UP_CONVERSATION_NO_SUBTITLES ~TR SET_CHAR_SIGNAL_AFTER_KILL -> SET_CHAR_SIGNAL_AFTER_KILL ~TR SET_CHAR_COORDINATES_DONT_WARP_GANG_NO_OFFSET -> SET_CHAR_COORDINATES_DONT_WARP_GANG_NO_OFFSET ~TR REMOVE_CHAR_FROM_CAR_MAINTAIN_POSITION -> REMOVE_CHAR_FROM_CAR_MAINTAIN_POSITION ~TR GET_CHAR_AREA_VISIBLE -> GET_CHAR_AREA_VISIBLE ~TR SET_SWIM_SPEED -> SET_SWIM_SPEED ~TR SET_DEFAULT_TARGET_SCORING_FUNCTION -> SET_DEFAULT_TARGET_SCORING_FUNCTION ~TR LOAD_COMBAT_DECISION_MAKER -> LOAD_COMBAT_DECISION_MAKER ~TR COPY_COMBAT_DECISION_MAKER -> COPY_COMBAT_DECISION_MAKER ~TR RESTRICT_CHAR_PROPS -> RESTRICT_CHAR_PROPS ~TR ALLOW_ALL_CHAR_PROPS -> ALLOW_ALL_CHAR_PROPS ~TR SET_CHAR_PROVIDE_COVERING_FIRE -> SET_CHAR_PROVIDE_COVERING_FIRE ~TR SET_ROOM_FOR_DUMMY_CHAR_BY_NAME -> SET_ROOM_FOR_DUMMY_CHAR_BY_NAME ~TR SET_ROOM_FOR_DUMMY_CHAR_BY_KEY -> SET_ROOM_FOR_DUMMY_CHAR_BY_KEY ~TR CLEAR_ROOM_FOR_DUMMY_CHAR -> CLEAR_ROOM_FOR_DUMMY_CHAR ~TR GET_KEY_FOR_DUMMY_CHAR_IN_ROOM -> GET_KEY_FOR_DUMMY_CHAR_IN_ROOM ~TR GET_INTERIOR_FROM_DUMMY_CHAR -> GET_INTERIOR_FROM_DUMMY_CHAR ~TR SEARCH_CRITERIA_CONSIDER_PEDS_WITH_FLAG_FALSE -> SEARCH_CRITERIA_CONSIDER_PEDS_WITH_FLAG_FALSE ~TR SEARCH_CRITERIA_REJECT_PEDS_WITH_FLAG_FALSE -> SEARCH_CRITERIA_REJECT_PEDS_WITH_FLAG_FALSE ~TR SET_CHAR_DEFENSIVE_AREA_ATTACHED_TO_CAR -> SET_CHAR_DEFENSIVE_AREA_ATTACHED_TO_CAR ~TR GET_CHAR_EXTRACTED_VELOCITY -> GET_CHAR_EXTRACTED_VELOCITY ~TR SET_CHAR_ALL_WATCH_MELEE -> SET_CHAR_ALL_WATCH_MELEE ~TR SET_CHAR_WATCH_MELEE -> SET_CHAR_WATCH_MELEE ~TR ATTACH_PED_TO_OBJECT_PHYSICALLY -> ATTACH_PED_TO_OBJECT_PHYSICALLY ~TR UPDATE_PED_PHYSICAL_ATTACHMENT_POSITION -> UPDATE_PED_PHYSICAL_ATTACHMENT_POSITION ~TR SET_HEADING_FOR_ATTACHED_PED -> SET_HEADING_FOR_ATTACHED_PED ~TR IS_PED_LOOKING_AT_CAR -> IS_PED_LOOKING_AT_CAR ~TR IS_PED_LOOKING_AT_OBJECT -> IS_PED_LOOKING_AT_OBJECT ~TR GIVE_PED_HELMET_WITH_OPTS -> GIVE_PED_HELMET_WITH_OPTS ~TR SET_PED_HELMET_TEXTURE_INDEX -> SET_PED_HELMET_TEXTURE_INDEX ~TR ENABLE_ALL_PED_HELMETS -> ENABLE_ALL_PED_HELMETS ~TR FREE_SCRIPT_PED -> FREE_SCRIPT_PED ~TR IS_PEDS_VEHICLE_HOT -> IS_PEDS_VEHICLE_HOT ~TR IS_PED_CLIMBING -> IS_PED_CLIMBING ~TR