GET_OBJECT_COORDINATES -> GET_OBJECT_COORDS ~rbv GET_PICKUP_COORDINATES -> GET_PICKUP_COORDS ~rbv GRAB_NEARBY_OBJECT_WITH_SPECIAL_ATTRIBUTE -> GET_NEARBY_OBJECT_WITH_SPECIAL_ATTRIBUTE ~rbv SET_OBJECT_COORDINATES -> SET_OBJECT_COORDS ~xp LOCATE_OBJECT_2D -> IS_OBJECT_AT_COORD ~xp LOCATE_OBJECT_3D -> IS_OBJECT_AT_COORD ~xp IS_OBJECT_IN_AREA_2D -> IS_OBJECT_IN_AREA ~xp IS_OBJECT_IN_AREA_3D -> IS_OBJECT_IN_AREA ~xp IS_OBJECT_IN_ANGLED_AREA_2D -> IS_OBJECT_IN_ANGLED_AREA ~xp IS_OBJECT_IN_ANGLED_AREA_3D -> IS_OBJECT_IN_ANGLED_AREA ~xp HAS_CLOSEST_OBJECT_OF_TYPE_BEEN_DAMAGED_BY_CHAR -> HAS_CLOSEST_OBJECT_OF_TYPE_BEEN_DAMAGED_BY_PED ~xp SET_DO_NOT_SPAWN_PARKED_VEHICLES_ON_TOP -> SET_CAN_SPAWN_PARKED_VEHICLES_ON_PICKUP ~SP SET_DO_NOT_SPAWN_PARKED_CARS_ON_TOP -> SET_CAN_SPAWN_PARKED_VEHICLES_ON_PICKUP ~SP MARK_OBJECT_AS_NO_LONGER_NEEDED -> SET_OBJECT_AS_NO_LONGER_NEEDED COUNT_PICKUPS_OF_TYPE -> GET_NUMBER_OF_PICKUPS_OF_TYPE RENDER_WEAPON_PICKUPS_BIGGER -> SET_WEAPON_PICKUPS_RENDER_BIGGER SET_PICKUPS_FIX_CARS -> SET_PICKUPS_FIX_VEHICLES SET_PLAYER_CAN_DROP_WEAPONS_IN_CAR -> SET_PLAYER_CAN_DROP_WEAPONS_IN_VEHICLE SET_PICKUP_COLLECTABLE_BY_CAR -> SET_PICKUP_COLLECTABLE_BY_VEHICLE SET_ALL_PICKUPS_OF_TYPE_COLLECTABLE_BY_CAR -> SET_ALL_PICKUPS_OF_TYPE_COLLECTABLE_BY_VEHICLE MAKE_OBJECT_TARGETTABLE -> SET_OBJECT_TARGETTABLE ATTACH_OBJECT_TO_CAR -> ATTACH_OBJECT_TO_VEHICLE ATTACH_OBJECT_TO_CAR_PHYSICALLY -> ATTACH_OBJECT_TO_VEHICLE_PHYSICALLY GET_CAR_OBJECT_IS_ATTACHED_TO -> GET_VEHICLE_OBJECT_IS_ATTACHED_TO FIND_NEAREST_COLLECTABLE_BIN_BAGS -> GET_NEAREST_COLLECTABLE_BIN_BAGS LOOK_AT_NEARBY_ENTITY_WITH_SPECIAL_ATTRIBUTE -> GET_INFO_ABOUT_NEARBY_ENTITY_WITH_SPECIAL_ATTRIBUTE HAS_OBJECT_BEEN_DAMAGED_BY_CHAR -> HAS_OBJECT_BEEN_DAMAGED_BY_PED HAS_OBJECT_BEEN_DAMAGED_BY_CAR -> HAS_OBJECT_BEEN_DAMAGED_BY_VEHICLE ALLOW_MULTIPLE_DRIVEBY_PICKUPS -> SET_MULTIPLE_DRIVEBY_PICKUPS SWITCH_ARROW_ABOVE_BLIPPED_PICKUPS -> SET_ARROW_ABOVE_BLIPPED_PICKUPS ANCHOR_OBJECT -> SET_OBJECT_ANCHOR DONT_REMOVE_OBJECT -> DONT_REMOVE_OBJECT ~TR RESET_WEAPON_PICKUP_NETWORK_REGEN_TIME -> RESET_WEAPON_PICKUP_NETWORK_REGEN_TIME ~TR RESET_HEALTH_PICKUP_NETWORK_REGEN_TIME -> RESET_HEALTH_PICKUP_NETWORK_REGEN_TIME ~TR RESET_ARMOUR_PICKUP_NETWORK_REGEN_TIME -> RESET_ARMOUR_PICKUP_NETWORK_REGEN_TIME ~TR SET_MONEY_PICKUP_NETWORK_REGEN_TIME -> SET_MONEY_PICKUP_NETWORK_REGEN_TIME ~TR RESET_MONEY_PICKUP_NETWORK_REGEN_TIME -> RESET_MONEY_PICKUP_NETWORK_REGEN_TIME ~TR PLAYER_IS_NEAR_FIRST_PIGEON -> PLAYER_IS_NEAR_FIRST_PIGEON ~TR SET_COLLECTABLE1_TOTAL -> SET_COLLECTABLE1_TOTAL ~TR PLACE_OBJECT_RELATIVE_TO_CAR -> PLACE_OBJECT_RELATIVE_TO_CAR ~TR SET_OBJECT_DRAW_LAST -> SET_OBJECT_DRAW_LAST ~TR IS_ANY_PICKUP_AT_COORDS -> IS_ANY_PICKUP_AT_COORDS ~TR CREATE_PROTECTION_PICKUP -> CREATE_PROTECTION_PICKUP ~TR IS_OBJECT_TOUCHING_OBJECT -> IS_OBJECT_TOUCHING_OBJECT ~TR CREATE_LOCKED_PROPERTY_PICKUP -> CREATE_LOCKED_PROPERTY_PICKUP ~TR CREATE_FORSALE_PROPERTY_PICKUP -> CREATE_FORSALE_PROPERTY_PICKUP ~TR SET_OBJECT_INITIAL_ROTATION_VELOCITY -> SET_OBJECT_INITIAL_ROTATION_VELOCITY ~TR SET_OBJECT_RENDER_SCORCHED -> SET_OBJECT_RENDER_SCORCHED ~TR ATTACH_OBJECT_TO_OBJECT_PHYSICALLY -> ATTACH_OBJECT_TO_OBJECT_PHYSICALLY ~TR ATTACH_OBJECT_TO_PED_PHYSICALLY -> ATTACH_OBJECT_TO_PED_PHYSICALLY ~TR GET_OBJECT_ANIM_TOTAL_TIME -> GET_OBJECT_ANIM_TOTAL_TIME ~TR GET_OBJECT_ANIM_CURRENT_TIME -> GET_OBJECT_ANIM_CURRENT_TIME ~TR SET_OBJECT_ANIM_PLAYING_FLAG -> SET_OBJECT_ANIM_PLAYING_FLAG ~TR GET_ROPE_HEIGHT_FOR_OBJECT -> GET_ROPE_HEIGHT_FOR_OBJECT ~TR SET_ROPE_HEIGHT_FOR_OBJECT -> SET_ROPE_HEIGHT_FOR_OBJECT ~TR GRAB_ENTITY_ON_ROPE_FOR_OBJECT -> GRAB_ENTITY_ON_ROPE_FOR_OBJECT ~TR RELEASE_ENTITY_FROM_ROPE_FOR_OBJECT -> RELEASE_ENTITY_FROM_ROPE_FOR_OBJECT ~TR GET_LEVEL_DESIGN_COORDS_FOR_OBJECT -> GET_LEVEL_DESIGN_COORDS_FOR_OBJECT ~TR CONNECT_LODS -> CONNECT_LODS ~TR HAS_OBJECT_BEEN_PHOTOGRAPHED -> HAS_OBJECT_BEEN_PHOTOGRAPHED ~TR GET_CLOSEST_STEALABLE_OBJECT -> GET_CLOSEST_STEALABLE_OBJECT ~TR SET_LOCK_STATE_OF_CLOSEST_OBJECT_OF_TYPE -> SET_LOCK_STATE_OF_CLOSEST_OBJECT_OF_TYPE ~TR SET_DOOR_STATE -> SET_DOOR_STATE ~TR GET_DOOR_STATE -> GET_DOOR_STATE ~TR SET_OBJECT_SCALE -> SET_OBJECT_SCALE ~TR LOCK_DOOR -> LOCK_DOOR ~TR GET_OBJECT_MASS -> GET_OBJECT_MASS ~TR GET_OBJECT_TURN_MASS -> GET_OBJECT_TURN_MASS ~TR WINCH_CAN_PICK_OBJECT_UP -> WINCH_CAN_PICK_OBJECT_UP ~TR UPDATE_PICKUP_MONEY_PER_DAY -> UPDATE_PICKUP_MONEY_PER_DAY ~TR DOES_OBJECT_HAVE_THIS_MODEL -> DOES_OBJECT_HAVE_THIS_MODEL ~TR IS_MONEY_PICKUP_AT_COORDS -> IS_MONEY_PICKUP_AT_COORDS ~TR ENABLE_DISABLED_ATTRACTORS_ON_OBJECT -> ENABLE_DISABLED_ATTRACTORS_ON_OBJECT ~TR FIND_NEAREST_ENTITIES_WITH_SPECIAL_ATTRIBUTE -> FIND_NEAREST_ENTITIES_WITH_SPECIAL_ATTRIBUTE ~TR SET_VISIBILITY_OF_NEARBY_ENTITY_WITH_SPECIAL_ATTRIBUTE -> SET_VISIBILITY_OF_NEARBY_ENTITY_WITH_SPECIAL_ATTRIBUTE ~TR ADD_PICKUP_TO_INTERIOR_ROOM_BY_KEY -> ADD_PICKUP_TO_INTERIOR_ROOM_BY_KEY ~TR SET_OBJECT_CCD -> SET_OBJECT_CCD ~TR GET_FRAGMENT_DAMAGE_HEALTH_OF_CLOSEST_OBJECT_OF_TYPE -> GET_FRAGMENT_DAMAGE_HEALTH_OF_CLOSEST_OBJECT_OF_TYPE ~TR HAS_OBJECT_FRAGMENT_ROOT_BEEN_DAMAGED -> HAS_OBJECT_FRAGMENT_ROOT_BEEN_DAMAGED ~TR HAS_CLOSEST_OBJECT_OF_TYPE_BEEN_DAMAGED_BY_CAR -> HAS_CLOSEST_OBJECT_OF_TYPE_BEEN_DAMAGED_BY_CAR ~TR FREEZE_OBJECT_POSITION_AND_DONT_LOAD_COLLISION -> FREEZE_OBJECT_POSITION_AND_DONT_LOAD_COLLISION ~TR SET_LOAD_COLLISION_FOR_OBJECT_FLAG -> SET_LOAD_COLLISION_FOR_OBJECT_FLAG ~TR