PLAY_AUDIO_EVENT_FROM_PED -> PLAY_AUDIO_EVENT_FROM_ENTITY PLAY_AUDIO_EVENT_FROM_VEHICLE->PLAY_AUDIO_EVENT_FROM_ENTITY PLAY_AUDIO_EVENT_FROM_OBJECT->PLAY_AUDIO_EVENT_FROM_ENTITY PLAY_SOUND_FROM_PED -> PLAY_SOUND_FROM_ENTITY PLAY_SOUND_FROM_VEHICLE -> PLAY_SOUND_FROM_ENTITY PLAY_SOUND_FROM_OBJECT -> PLAY_SOUND_FROM_ENTITY ADD_PED_TO_AUDIO_MIX_GROUP -> ADD_ENTITY_TO_AUDIO_MIX_GROUP ADD_VEHICLE_TO_AUDIO_MIX_GROUP -> ADD_ENTITY_TO_AUDIO_MIX_GROUP ADD_OBJECT_TO_AUDIO_MIX_GROUP -> ADD_ENTITY_TO_AUDIO_MIX_GROUP REMOVE_PED_FROM_AUDIO_MIX_GROUP -> REMOVE_ENTITY_FROM_AUDIO_MIX_GROUP REMOVE_VEHICLE_FROM_AUDIO_MIX_GROUP -> REMOVE_ENTITY_FROM_AUDIO_MIX_GROUP REMOVE_OBJECT_FROM_AUDIO_MIX_GROUP -> REMOVE_ENTITY_FROM_AUDIO_MIX_GROUP ATTACH_CAM_TO_PED -> ATTACH_CAM_TO_ENTITY ATTACH_CAM_TO_VEHICLE -> ATTACH_CAM_TO_ENTITY ATTACH_CAM_TO_OBJECT -> ATTACH_CAM_TO_ENTITY POINT_CAM_AT_PED -> POINT_CAM_AT_ENTITY POINT_CAM_AT_VEHICLE -> POINT_CAM_AT_ENTITY POINT_CAM_AT_OBJECT -> POINT_CAM_AT_ENTITY START_PED_FIRE -> START_ENTITY_FIRE STOP_PED_FIRE -> STOP_ENTITY_FIRE STOP_VEHICLE_FIRE -> STOP_ENTITY_FIRE IS_PED_ON_FIRE -> IS_ENTITY_ON_FIRE IS_OBJECT_ON_FIRE -> IS_ENTITY_ON_FIRE START_PARTICLE_FX_NON_LOOPED_ON_VEHICLE -> START_PARTICLE_FX_NON_LOOPED_ON_ENTITY START_PARTICLE_FX_NON_LOOPED_ON_OBJECT -> START_PARTICLE_FX_NON_LOOPED_ON_ENTITY START_PARTICLE_FX_LOOPED_ON_VEHICLE -> START_PARTICLE_FX_LOOPED_ON_ENTITY START_PARTICLE_FX_LOOPED_ON_OBJECT -> START_PARTICLE_FX_LOOPED_ON_ENTITY REMOVE_PARTICLE_FX_FROM_PED -> REMOVE_PARTICLE_FX_FROM_ENTITY REMOVE_PARTICLE_FX_FROM_VEHICLE -> REMOVE_PARTICLE_FX_FROM_VEHICLE REMOVE_PARTICLE_FX_FROM_OBJECT -> REMOVE_PARTICLE_FX_FROM_OBJECT ADD_BLIP_FOR_PED -> ADD_BLIP_FOR_ENTITY ADD_BLIP_FOR_VEHICLE -> ADD_BLIP_FOR_ENTITY ADD_BLIP_FOR_OBJECT -> ADD_BLIP_FOR_ENTITY GET_BLIP_INFO_ID_PED_INDEX -> GET_BLIP_INFO_ID_ENTITY_INDEX GET_BLIP_INFO_ID_VEHICLE_INDEX -> GET_BLIP_INFO_ID_ENTITY_INDEX GET_BLIP_INFO_ID_OBJECT_INDEX -> GET_BLIP_INFO_ID_ENTITY_INDEX CLEAR_ROOM_FOR_PED -> CLEAR_ROOM_FOR_ENTITY CLEAR_ROOM_FOR_VEHICLE -> CLEAR_ROOM_FOR_ENTITY CLEAR_ROOM_FOR_OBJECT -> CLEAR_ROOM_FOR_ENTITY GET_ROOM_KEY_FROM_OBJECT -> GET_ROOM_KEY_FROM_ENTITY GET_KEY_FOR_PED_IN_ROOM -> GET_KEY_FOR_ENTITY_IN_ROOM GET_KEY_FOR_VEHICLE_IN_ROOM -> GET_KEY_FOR_ENTITY_IN_ROOM GET_KEY_FOR_OBJECT_IN_ROOM -> GET_KEY_FOR_ENTITY_IN_ROOM GET_INTERIOR_FROM_PED -> GET_INTERIOR_FROM_ENTITY GET_INTERIOR_FROM_VEHICLE -> GET_INTERIOR_FROM_ENTITY GET_INTERIOR_FROM_OBJECT -> GET_INTERIOR_FROM_ENTITY RETAIN_PED_IN_INTERIOR -> RETAIN_ENTITY_IN_INTERIOR RETAIN_VEHICLE_IN_INTERIOR -> RETAIN_ENTITY_IN_INTERIOR RETAIN_OBJECT_IN_INTERIOR -> RETAIN_ENTITY_IN_INTERIOR CREATE_INCIDENT_WITH_PED -> CREATE_INCIDENT_WITH_ENTITY CREATE_INCIDENT_WITH_VEHICLE -> CREATE_INCIDENT_WITH_ENTITY NETWORK_GET_NETWORK_ID_FROM_PED -> NETWORK_GET_NETWORK_ID_FROM_ENTITY NETWORK_GET_NETWORK_ID_FROM_VEHICLE -> NETWORK_GET_NETWORK_ID_FROM_ENTITY NETWORK_GET_NETWORK_ID_FROM_OBJECT -> NETWORK_GET_NETWORK_ID_FROM_ENTITY NETWORK_GET_PED_FROM_NETWORK_ID -> NETWORK_GET_ENTITY_FROM_NETWORK_ID NETWORK_GET_VEHICLE_FROM_NETWORK_ID -> NETWORK_GET_ENTITY_FROM_NETWORK_ID NETWORK_GET_OBJECT_FROM_NETWORK_ID -> NETWORK_GET_ENTITY_FROM_NETWORK_ID NETWORK_DOES_PED_EXIST_WITH_NETWORK_ID -> NETWORK_DOES_ENTITY_EXIST_WITH_NETWORK_ID NETWORK_DOES_VEHICLE_EXIST_WITH_NETWORK_ID -> NETWORK_DOES_ENTITY_EXIST_WITH_NETWORK_ID NETWORK_DOES_OBJECT_EXIST_WITH_NETWORK_ID -> NETWORK_DOES_ENTITY_EXIST_WITH_NETWORK_ID NETWORK_REQUEST_CONTROL_OF_PED -> NETWORK_REQUEST_CONTROL_OF_ENTITY NETWORK_REQUEST_CONTROL_OF_VEHICLE -> NETWORK_REQUEST_CONTROL_OF_ENTITY NETWORK_REQUEST_CONTROL_OF_OBJECT -> NETWORK_REQUEST_CONTROL_OF_ENTITY NETWORK_HAS_CONTROL_OF_PED -> NETWORK_HAS_CONTROL_OF_ENTITY NETWORK_HAS_CONTROL_OF_VEHICLE -> NETWORK_HAS_CONTROL_OF_ENTITY NETWORK_HAS_CONTROL_OF_OBJECT -> NETWORK_HAS_CONTROL_OF_ENTITY DOES_OBJECT_EXIST -> DOES_ENTITY_EXIST DOES_OBJECT_HAVE_DRAWABLE -> DOES_ENTITY_HAVE_DRAWABLE DOES_OBJECT_HAVE_PHYSICS -> DOES_ENTITY_HAVE_PHYSICS HAS_OBJECT_BEEN_DAMAGED_BY_VEHICLE -> HAS_ENTITY_BEEN_DAMAGED_BY_ENTITY HAS_OBJECT_BEEN_DAMAGED_BY_PED -> HAS_ENTITY_BEEN_DAMAGED_BY_ENTITY HAS_OBJECT_COLLIDED_WITH_ANYTHING -> HAS_ENTITY_COLLIDED_WITH_ANYTHING GET_OBJECT_ANIM_CURRENT_PHASE -> GET_ENTITY_ANIM_CURRENT_TIME GET_OBJECT_COORDS -> GET_ENTITY_COORDS GET_OBJECT_HEADING -> GET_ENTITY_HEADING GET_OBJECT_HEALTH -> GET_ENTITY_HEALTH GET_OBJECT_MATRIX -> GET_ENTITY_MATRIX GET_OBJECT_MODEL -> GET_ENTITY_MODEL GET_OFFSET_FROM_OBJECT_IN_WORLD_COORDS -> GET_ENTITY_OFFSET_IN_WORLD_COORDS GET_OBJECT_QUATERNION -> GET_ENTITY_QUATERNION GET_OBJECT_ROTATION -> GET_ENTITY_ROTATION GET_OBJECT_ROTATION_VELOCITY -> GET_ENTITY_ROTATION_VELOCITY GET_OBJECT_SPEED -> GET_ENTITY_SPEED GET_OBJECT_VELOCITY -> GET_ENTITY_VELOCITY GET_VEHICLE_OBJECT_IS_ATTACHED_TO -> GET_ENTITY_ATTACHED_TO GET_PED_OBJECT_IS_ATTACHED_TO -> GET_ENTITY_ATTACHED_TO GET_WORLD_POSITION_OF_OBJECT_BONE -> GET_WORLD_POSITION_OF_ENTITY_BONE IS_OBJECT_AT_COORD -> IS_ENTITY_AT_COORD IS_OBJECT_ATTACHED -> IS_ENTITY_ATTACHED IS_OBJECT_IN_AREA, -> IS_ENTITY_IN_AREA IS_OBJECT_IN_WATER -> IS_ENTITY_IN_WATER IS_OBJECT_ON_SCREEN -> IS_ENTITY_ON_SCREEN IS_OBJECT_PLAYING_ANIM -> IS_ENTITY_PLAYING_ANIM IS_OBJECT_STATIC -> IS_ENTITY_STATIC APPLY_FORCE_TO_OBJECT -> APPLY_FORCE_TO_ENTITY ATTACH_OBJECT_TO_PED -> ATTACH_ENTITY_TO_ENTITY ATTACH_OBJECT_TO_VEHICLE -> ATTACH_ENTITY_TO_ENTITY ATTACH_OBJECT_TO_OBJECT -> ATTACH_ENTITY_TO_ENTITY ATTACH_OBJECT_TO_VEHICLE_PHYSICALLY -> ATTACH_ENTITY_TO_ENTITY_PHYSICALLY ATTACH_OBJECT_TO_OBJECT_PHYSICALLY -> ATTACH_ENTITY_TO_ENTITY_PHYSICALL CLEAR_OBJECT_LAST_DAMAGE_ENTITY -> CLEAR_ENTITY_LAST_DAMAGE_ENTITY DELETE_OBJECT -> DELETE_ENTITY DETACH_OBJECT -> DETACH_ENTITY FREEZE_OBJECT_POSITION -> FREEZE_ENTITY_POSITION PLAY_OBJECT_ANIM -> PLAY_ENTITY_ANIM PLAY_SYNCHRONIZED_OBJECT_ANIM -> PLAY_SYNCHRONIZED_ENTITY_ANIM STOP_OBJECT_ANIM -> STOP_ENTITY_ANIM STOP_SYNCHRONIZED_OBJECT_ANIM -> STOP_SYNCHRONIZED_ENTITY_ANIM SET_OBJECT_ANIM_BLEND_OUT_SPEED -> SET_ENTITY_ANIM_BLEND_OUT_SPEED SET_OBJECT_ANIM_CURRENT_TIME -> SET_ENTITY_ANIM_CURRENT_TIME SET_OBJECT_ANIM_SPEED -> SET_ENTITY_ANIM_SPEED SET_OBJECT_AS_NO_LONGER_NEEDED -> SET_ENTITY_AS_NO_LONGER_NEEDED SET_OBJECT_COLLISION -> SET_ENTITY_COLLISION SET_OBJECT_COORDS -> SET_ENTITY_COORDS_NO_OFFSET SET_OBJECT_DYNAMIC -> SET_ENTITY_DYNAMIC SET_OBJECT_HEADING -> SET_ENTITY_HEADING SET_OBJECT_HEALTH -> SET_ENTITY_HEALTH SET_OBJECT_INVINCIBLE -> SET_ENTITY_INVINCIBLE SET_OBJECT_LIGHTS -> SET_ENTITY_LIGHTS SET_OBJECT_ONLY_DAMAGED_BY_PLAYER -> SET_ENTITY_ONLY_DAMAGED_BY_PLAYER SET_OBJECT_PROOFS -> SET_ENTITY_PROOFS SET_OBJECT_QUATERNION -> SET_ENTITY_QUATERNION SET_OBJECT_RECORDS_COLLISIONS -> SET_ENTITY_RECORDS_COLLISIONS SET_OBJECT_ROTATION -> SET_ENTITY_ROTATION SET_OBJECT_VISIBLE -> SET_ENTITY_VISIBLE SET_OBJECT_INITIAL_VELOCITY -> SET_ENTITY_VELOCITY DOES_PED_EXIST -> DOES_ENTITY_EXIST HAS_PED_ANIM_FINISHED -> HAS_ENTITY_ANIM_FINISHED HAS_PED_BEEN_DAMAGED_BY_PED -> HAS_ENTITY_BEEN_DAMAGED_BY_ENTITY HAS_PED_BEEN_DAMAGED_BY_VEHICLE -> HAS_ENTITY_BEEN_DAMAGED_BY_ENTITY HAS_PED_ANIM_FINISHED -> HAS_ENTITY_ANIM_FINISHED GET_PED_ANIM_CURRENT_TIME -> GET_ENTITY_ANIM_CURRENT_TIME GET_PED_ANIM_TOTAL_TIME -> GET_ENTITY_ANIM_TOTAL_TIME IS_PED_ATTACHED_TO_PED -> IS_ENTITY_ATTACHED_TO_ENTITY IS_PED_ATTACHED_TO_ANY_VEHICLE -> IS_ENTITY_ATTACHED_TO_ANY_VEHICLE IS_PED_ATTACHED_TO_OBJECT -> IS_ENTITY_ATTACHED_TO_ENTITY GET_DEAD_PED_COORDS -> GET_ENTITY_COORDS GET_PED_COORDS -> GET_ENTITY_COORDS GET_PED_COORDS_EVEN_IN_VEHICLE -> GET_ENTITY_COORDS GET_PED_HEADING -> GET_ENTITY_HEADING GET_PED_HEIGHT_ABOVE_GROUND -> GET_ENTITY_HEIGHT_ABOVE_GROUND GET_PED_HEALTH -> GET_ENTITY_HEALTH GET_PED_MODEL -> GET_ENTITY_MODEL GET_OFFSET_FROM_PED_IN_WORLD_COORDS -> GET_ENTITY_OFFSET_IN_WORLD_COORDS GET_PED_PITCH -> GET_ENTITY_PITCH GET_PED_ROTATION -> GET_ENTITY_ROTATION GET_PED_SPEED -> GET_ENTITY_SPEED GET_PED_VELOCITY -> GET_ENTITY_VELOCITY IS_PED_A_MISSION_PED -> IS_ENTITY_A_MISSION_ENTITY IS_PED_AT_COORD -> IS_ENTITY_AT_COORD IS_PED_AT_PED -> IS_ENTITY_AT_ENTITY IS_PED_AT_VEHICLE -> IS_ENTITY_AT_ENTITY IS_PED_AT_OBJECT -> IS_ENTITY_AT_ENTITY IS_PED_DEAD -> IS_ENTITY_DEAD IS_PED_IN_AIR -> IS_ENTITY_IN_AIR IS_PED_IN_ANGLED_AREA -> IS_ENTITY_IN_ANGLED_AREA IS_PED_IN_AREA -> IS_ENTITY_IN_AREA IS_PED_IN_ZONE -> IS_ENTITY_IN_ZONE IS_PED_IN_WATER -> IS_ENTITY_IN_WATER IS_PED_ON_SCREEN -> IS_ENTITY_ON_SCREEN IS_PED_PLAYING_ANIM -> IS_ENTITY_PLAYING_ANIM IS_PED_TOUCHING_OBJECT -> IS_ENTITY_TOUCHING_ENTITY IS_PED_TOUCHING_PED -> IS_ENTITY_TOUCHING_ENTITY IS_PED_TOUCHING_VEHICLE -> IS_ENTITY_TOUCHING_ENTITY IS_PED_VISIBLE -> IS_ENTITY_VISIBLE IS_PED_WAITING_FOR_WORLD_COLLISION -> IS_ENTITY_WAITING_FOR_WORLD_COLLISION APPLY_FORCE_TO_PED -> APPLY_FORCE_TO_ENTITY ATTACH_PED_TO_PED_PHYSICALLY -> ATTACH_ENTITY_TO_ENTITY_PHYSICALLY ATTACH_PED_TO_VEHICLE_PHYSICALLY -> ATTACH_ENTITY_TO_ENTITY_PHYSICALLY ATTACH_PED_TO_OBJECT_PHYSICALLY -> ATTACH_ENTITY_TO_ENTITY_PHYSICALLY ATTACH_PED_TO_WORLD_PHYSICALLY -> ATTACH_ENTITY_TO_WORLD_PHYSICALLY ATTACH_PED_TO_VEHICLE -> ATTACH_ENTITY_TO_ENTITY ATTACH_PED_TO_OBJECT -> ATTACH_ENTITY_TO_ENTITY ATTACH_PED_TO_PED -> ATTACH_ENTITY_TO_ENTITY DELETE_PED -> DELETE_ENTITY DETACH_PED -> DETACH_ENTITY CLEAR_PED_LAST_DAMAGE_ENTITY -> CLEAR_ENTITY_LAST_DAMAGE_ENTITY FREEZE_PED_POSITION -> FREEZE_ENTITY_POSITION SET_PED_ALL_ANIMS_SPEED -> SET_ENTITY_ALL_ANIMS_SPEED SET_PED_ANIM_CURRENT_TIME -> SET_ENTITY_ANIM_CURRENT_TIME SET_PED_ANIM_SPEED -> SET_ENTITY_ANIM_SPEED SET_PED_AS_MISSION_PED -> SET_ENTITY_AS_MISSION_ENTITY SET_PED_AS_NO_LONGER_NEEDED -> SET_ENTITY_AS_NO_LONGER_NEEDED SET_PED_CAN_BE_DAMAGED_BY_RELATIONSHIP_GROUP -> SET_ENTITY_CAN_BE_DAMAGED_BY_RELATIONSHIP_GROUP SET_PED_COLLISION -> SET_ENTITY_COLLISION SET_PED_COORDS -> /*SET_ENTITY_COORDS*/ SET_PED_COORDS_KEEP_VEHICLE SET_PED_COORDS_NO_OFFSET -> SET_ENTITY_COORDS_NO_OFFSET SET_PED_HEADING -> SET_ENTITY_HEADING SET_PED_HEALTH -> SET_ENTITY_HEALTH SET_PED_INVINCIBLE -> SET_ENTITY_INVINCIBLE SET_LOAD_COLLISION_FOR_PED_FLAG -> SET_ENTITY_LOAD_COLLISION_FLAG SET_PED_ONLY_DAMAGED_BY_PLAYER -> SET_ENTITY_ONLY_DAMAGED_BY_PLAYER SET_PED_ONLY_DAMAGED_BY_RELATIONSHIP_GROUP -> SET_ENTITY_ONLY_DAMAGED_BY_RELATIONSHIP_GROUP SET_PED_PROOFS -> SET_ENTITY_PROOFS SET_PED_ROTATION -> SET_ENTITY_ROTATION SET_PED_VISIBLE -> SET_ENTITY_VISIBLE SET_PED_VELOCITY -> SET_ENTITY_VELOCITY HAS_PED_CLEAR_LOS_TO_PED -> HAS_PED_CLEAR_LOS_TO_ENTITY HAS_PED_CLEAR_LOS_TO_PED_IN_FRONT -> HAS_PED_CLEAR_LOS_TO_ENTITY_IN_FRONT GET_DEAD_PED_COORDS -> /*with DeadCheck=false*/ GET_ENTITY_COORDS SET_DEAD_PED_COORDS -> /*with DeadCheck=false*/ SET_ENTITY_COORDS ATTACH_SYNCHRONIZED_SCENE_TO_PED -> ATTACH_SYNCHRONIZED_SCENE_TO_ENTITY ATTACH_SYNCHRONIZED_SCENE_TO_VEHICLE -> ATTACH_SYNCHRONIZED_SCENE_TO_ENTITY ATTACH_SYNCHRONIZED_SCENE_TO_OBJECT -> ATTACH_SYNCHRONIZED_SCENE_TO_ENTITY ATTACH_OBJECTS_TO_ROPE -> ATTACH_ENTITIES_TO_ROPE ATTACH_OBJECT_VEHICLE_TO_ROPE -> ATTACH_ENTITIES_TO_ROPE ATTACH_VEHICLES_TO_ROPE -> ATTACH_ENTITIES_TO_ROPE ATTACH_ROPE_TO_OBJECT -> ATTACH_ROPE_TO_ENTITY DETACH_ROPE_FROM_OBJECT -> DETACH_ROPE_FROM_ENTITY IS_PLAYER_TARGETTING_PED -> IS_PLAYER_TARGETTING_ENTITY IS_PLAYER_TARGETTING_OBJECT -> IS_PLAYER_TARGETTING_ENTITY IS_PLAYER_FREE_AIMING_AT_PED -> IS_PLAYER_FREE_AIMING_AT_ENTITY TASK_LOOK_AT_PED -> TASK_LOOK_AT_ENTITY TASK_LOOK_AT_VEHICLE -> TASK_LOOK_AT_ENTITY TASK_LOOK_AT_OBJECT -> TASK_LOOK_AT_ENTITY TASK_GO_TO_PED -> TASK_GO_TO_ENTITY TASK_GO_TO_VEHICLE -> TASK_GO_TO_ENTITY TASK_GO_TO_OBJECT -> TASK_GO_TO_ENTITY TASK_GO_TO_PED_AIMING -> TASK_GO_TO_ENTITY_AIMING TASK_GO_TO_PED_OFFSET -> TASK_GO_TO_ENTITY_OFFSET TASK_GO_TO_PED_WHILE_AIMING_AT_COORD -> TASK_GO_TO_ENTITY_WHILE_AIMING_AT_COORD TASK_GO_TO_PED_WHILE_AIMING_AT_PED -> TASK_GO_TO_ENTITY_WHILE_AIMING_AT_ENTITY TASK_GO_TO_PED_WHILE_AIMING_AT_VEHICLE -> TASK_GO_TO_ENTITY_WHILE_AIMING_AT_ENTITY TASK_GO_TO_PED_WHILE_AIMING_AT_OBJECT -> TASK_GO_TO_ENTITY_WHILE_AIMING_AT_ENTITY TASK_GO_TO_COORD_WHILE_AIMING_AT_PED -> TASK_GO_TO_COORD_WHILE_AIMING_AT_ENTITY TASK_GO_TO_COORD_WHILE_AIMING_AT_VEHICLE -> TASK_GO_TO_COORD_WHILE_AIMING_AT_ENTITY TASK_GO_TO_COORD_WHILE_AIMING_AT_OBJECT -> TASK_GO_TO_COORD_WHILE_AIMING_AT_ENTITY TASK_SHOOT_AT_PED -> TASK_SHOOT_AT_ENTITY TASK_AIM_GUN_AT_PED -> TASK_AIM_GUN_AT_ENTITY TASK_TURN_PED_TO_FACE_PED -> TASK_TURN_PED_TO_FACE_ENTITY TASK_GO_STRAIGHT_TO_COORD_RELATIVE_TO_VEHICLE -> TASK_GO_STRAIGHT_TO_COORD_RELATIVE_TO_ENTITY TASK_FOLLOW_TO_OFFSET_OF_PED -> TASK_FOLLOW_TO_OFFSET_OF_ENTITY HAS_VEHICLE_BEEN_DAMAGED_BY_WEAPON -> HAS_ENTITY_BEEN_DAMAGED_BY_WEAPON CLEAR_VEHICLE_LAST_WEAPON_DAMAGE -> CLEAR_ENTITY_LAST_WEAPON_DAMAGE DOES_VEHICLE_EXIST -> DOES_ENTITY_EXIST HAS_VEHICLE_BEEN_DAMAGED_BY_PED -> /*HAS_ENTITY_BEEN_DAMAGED_BY_ANY_PED*/ HAS_ENTITY_BEEN_DAMAGED_BY_ENTITY HAS_VEHICLE_BEEN_DAMAGED_BY_VEHICLE -> /*HAS_ENTITY_BEEN_DAMAGED_BY_ANY_VEHICLE*/ HAS_ENTITY_BEEN_DAMAGED_BY_ENTITY GET_HEIGHT_OF_VEHICLE -> GET_HEIGHT_OF_ENTITY GET_VEHICLE_ANIM_CURRENT_PHASE -> GET_ENTITY_HEIGHT GET_VEHICLE_COORDS -> GET_ENTITY_COORDS GET_VEHICLE_FORWARD_VECTOR -> GET_ENTITY_FORWARD_VECTOR GET_VEHICLE_FORWARD_X -> GET_ENTITY_FORWARD_X GET_VEHICLE_FORWARD_Y -> GET_ENTITY_FORWARD_Y GET_VEHICLE_HEADING -> GET_ENTITY_HEADING GET_VEHICLE_HEALTH -> GET_ENTITY_HEALTH GET_VEHICLE_MODEL -> GET_ENTITY_MODEL GET_OFFSET_FROM_VEHICLE_GIVEN_WORLD_COORDS -> GET_ENTITY_OFFSET_GIVEN_WORLD_COORDS GET_OFFSET_FROM_VEHICLE_IN_WORLD_COORDS -> GET_ENTITY_OFFSET_IN_WORLD_COORDS GET_VEHICLE_PITCH -> GET_ENTITY_PITCH GET_VEHICLE_QUATERNION -> GET_ENTITY_QUATERNION GET_VEHICLE_ROLL -> GET_ENTITY_ROLL GET_VEHICLE_ROTATION -> GET_ENTITY_ROTATION GET_VEHICLE_SPEED -> GET_ENTITY_SPEED GET_VEHICLE_SPEED_VECTOR -> GET_ENTITY_SPEED_VECTOR GET_VEHICLE_UPRIGHT_VALUE -> GET_ENTITY_UPRIGHT_VALUE IS_VEHICLE_A_MISSION_VEHICLE -> IS_ENTITY_A_MISSION_ENTITY IS_VEHICLE_AT_COORD -> IS_ENTITY_AT_COORD IS_VEHICLE_ATTACHED -> IS_ENTITY_ATTACHED IS_VEHICLE_DEAD -> IS_ENTITY_DEAD IS_VEHICLE_IN_AREA -> IS_ENTITY_IN_AREA IS_VEHICLE_IN_AIR_PROPER -> IS_ENTITY_IN_AIR IS_VEHICLE_IN_WATER -> IS_ENTITY_IN_WATER IS_VEHICLE_ON_FIRE -> IS_ENTITY_ON_FIRE IS_VEHICLE_ON_SCREEN -> IS_ENTITY_ON_SCREEN IS_VEHICLE_PLAYING_ANIM -> IS_ENTITY_PLAYING_ANIM IS_VEHICLE_TOUCHING_VEHICLE -> IS_ENTITY_TOUCHING_ENTITY IS_VEHICLE_UPRIGHT -> IS_ENTITY_UPRIGHT IS_VEHICLE_UPSIDEDOWN -> IS_ENTITY_UPSIDEDOWN IS_VEHICLE_WAITING_FOR_WORLD_COLLISION -> IS_ENTITY_WAITING_FOR_WORLD_COLLISION APPLY_FORCE_TO_VEHICLE -> APPLY_FORCE_TO_ENTITY ATTACH_VEHICLE_TO_VEHICLE -> ATTACH_ENTITY_TO_ENTITY ATTACH_VEHICLE_TO_OBJECT -> ATTACH_ENTITY_TO_ENTITY ATTACH_VEHICLE_TO_VEHICLE_PHYSICALLY -> ATTACH_ENTITY_TO_ENTITY_PHYSICALLY CLEAR_VEHICLE_LAST_DAMAGE_ENTITY -> CLEAR_ENTITY_LAST_DAMAGE_ENTITY DELETE_VEHICLE -> DELETE_ENTITY DETACH_VEHICLE -> DETACH_ENTITY FREEZE_VEHICLE_POSITION -> FREEZE_ENTITY_POSITION PLAY_VEHICLE_ANIM -> PLAY_ENTITY_ANIM SET_VEHICLE_ANIM_CURRENT_TIME -> SET_ENTITY_ANIM_CURRENT_TIME SET_VEHICLE_ANIM_SPEED -> SET_ENTITY_ANIM_SPEED SET_VEHICLE_AS_MISSION_VEHICLE -> SET_ENTITY_AS_MISSION_ENTITY SET_VEHICLE_AS_NO_LONGER_NEEDED -> SET_ENTITY_AS_NO_LONGER_NEEDED SET_VEHICLE_CAN_BE_DAMAGED -> SET_ENTITY_CAN_BE_DAMAGED SET_VEHICLE_HEADING -> SET_ENTITY_HEADING SET_VEHICLE_HEALTH -> SET_ENTITY_HEALTH SET_LOAD_COLLISION_FOR_VEHICLE_FLAG -> SET_ENTITY_LOAD_COLLISION_FLAG SET_VEHICLE_ONLY_DAMAGED_BY_PLAYER -> SET_ENTITY_ONLY_DAMAGED_BY_PLAYER SET_VEHICLE_COLLISION -> SET_ENTITY_COLLISION SET_VEHICLE_COORDS -> SET_ENTITY_COORDS SET_VEHICLE_COORDS_NO_OFFSET -> SET_ENTITY_COORDS_NO_OFFSET SET_VEHICLE_ONLY_DAMAGED_BY_RELATIONSHIP_GROUP -> SET_ENTITY_ONLY_DAMAGED_BY_RELATIONSHIP_GROUP SET_VEHICLE_PROOFS -> SET_ENTITY_PROOFS SET_VEHICLE_QUATERNION -> SET_ENTITY_QUATERNION SET_VEHICLE_COORDS -> SET_ENTITY_COORDS SET_VEHICLE_ROTATION -> SET_ENTITY_ROTATION SET_VEHICLE_VISIBLE -> SET_ENTITY_VISIBLE STOP_VEHICLE_FIRE -> STOP_ENTITY_FIRE GET_ENTITY_OFFSET_GIVEN_WORLD_COORDS -> GET_OFFSET_FROM_ENTITY_GIVEN_WORLD_COORDS GET_ENTITY_OFFSET_IN_WORLD_COORDS -> GET_OFFSET_FROM_ENTITY_IN_WORLD_COORDS