Files
gtav-src/tools_ng/etc/script/parsedEntityCommands.txt
2025-09-29 00:52:08 +02:00

300 lines
18 KiB
Plaintext
Executable File

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