Game Library

## Audio

* game.audio:CreateAudioArgs
* game.audio:Play
* game.audio:PlaySimpleEvent
* game.audio:SetHideoutState
* game.audio:SetMissionState

## Battle

* game.battle:RegisterGlobalTrespassZone
* game.battle:RegisterHERDGroupingArea
* game.battle:RegisterHERDGroupingNavBox
* game.battle:RegisterHERDGroupingScope
* game.battle:ResetBattleRoleAssignConfig
* game.battle:SendEnemiesIntoBattleSearch
* game.battle:SetArchetypeCountLimit
* game.battle:SetTrespassingState
* game.battle:UnregisterGlobalTrespassZone
* game.battle:UnregisterHERDGroupingArea
* game.battle:UnregisterHERDGroupingNavBox
* game.battle:UnregisterHERDGroupingScope

## Camera Manager

* game.cameramanager:GetDir
* game.cameramanager:GetPlayerCamera
* game.cameramanager:GetPlayerMainCamera
* game.cameramanager:GetPos
* game.cameramanager:MarkLowerBoundRailCameraMode
* game.cameramanager:ModifyInputRailCameraMode
* game.cameramanager:OverrideInteriorExteriorCamera
* game.cameramanager:ScriptForcedFOVGetSyncObjects
* game.cameramanager:ScriptForcedFOVStart
* game.cameramanager:ScriptForcedFOVStop
* game.cameramanager:ScriptForcedOffsetGetSyncObjects
* game.cameramanager:ScriptForcedOffsetStart
* game.cameramanager:ScriptForcedOffsetStop
* game.cameramanager:ScriptLockTarget
* game.cameramanager:ScriptLock
* game.cameramanager:ScriptLookAtCancelable
* game.cameramanager:ScriptLookAtDir
* game.cameramanager:ScriptLookAtEntity
* game.cameramanager:ScriptLookAtGetSyncObjects
* game.cameramanager:ScriptLookAtPos
* game.cameramanager:ScriptLookAtStop
* game.cameramanager:ScriptModeAccelerated
* game.cameramanager:ScriptModeConstant
* game.cameramanager:ScriptModeInstant
* game.cameramanager:ScriptPointAtEnt
* game.cameramanager:ScriptPointAtVec
* game.cameramanager:ScriptResetCamBehindPlayer
* game.cameramanager:ScriptShakeOverrideGetSyncObjects
* game.cameramanager:ScriptUnlockResetDir
* game.cameramanager:ScriptUnlock
* game.cameramanager:SetAnimatedBoneCameraMode
* game.cameramanager:SetInteriorExteriorCamera
* game.cameramanager:SetInteriorImmediateCamera
* game.cameramanager:SetRailCameraMode
* game.cameramanager:SetShakeOverrideEnabled
* game.cameramanager:SetShakeOverrideParams
* game.cameramanager:SetShakeOverrideSineWaveEasyParams
* game.cameramanager:SetVehicleCameraMode

## Capture

* game.capture:AddCaptureItem
* game.capture:RegisterObjective
* game.capture:RegisterWalkieTalkieCallback
* game.capture:UnregisterObjective

## Database

* game.database:GetAttribute
* game.database:GetBoolAttribute
* game.database:GetDatabase
* game.database:GetFloatAttribute
* game.database:GetIntAttribute
* game.database:GetSection
* game.database:GetStringAttribute

## Datastore

* game.datastore:DelVariable
* game.datastore:Dump
* game.datastore:GetVariable
* game.datastore:GetVariableType
* game.datastore:SetVariable
* game.datastore:VariableExists

## Delayed

* game.delayed:CreateDelayedSynchroObject

## Detector

* game.detector:RegisterDistanceDetectionEntity
* game.detector:RegisterDistanceDetectionPos
* game.detector:RegisterEventDistanceEnt
* game.detector:RegisterEventDistancePos
* game.detector:UnregisterDistanceDetection
* game.detector:UnregisterEventDistance

## Director

* game.director:ApplySpawnPointActivityCooldown
* game.director:ApplySpawnPointGlobalCooldown
* game.director:CityTransfer
* game.director:CreateCustomRepelRadius
* game.director:DebugRespawnActivityInstance
* game.director:DeleteCustomRepelRadius
* game.director:DisableActivitySpawner
* game.director:DoesSpawnPointExist
* game.director:EnableActivitySpawner
* game.director:GameOver
* game.director:GetActivitySpawnerInstancesCount
* game.director:GetCurrentAct
* game.director:GetCurrentSubAct
* game.director:GetDistrict
* game.director:GetSpawnPointObject
* game.director:GetSpawnPointPosition
* game.director:GetSpawnPointsSelectedForActivity
* game.director:GetSpawnPointsWithLoadedInstances
* game.director:IsActivitySpawnerEnabled
* game.director:IsIdValid
* game.director:IsSpawnPointActivityCooldownActive
* game.director:IsSpawnPointGlobalCooldownActive
* game.director:IsSpawnPointSelected
* game.director:ObjectiveActivate
* game.director:ObjectiveAddToGPSGroup
* game.director:ObjectiveCreateGPSGroup
* game.director:ObjectiveDeactivate
* game.director:ObjectiveDestroyGPSGroup
* game.director:ObjectiveIconHide
* game.director:ObjectiveIconShow
* game.director:ObjectiveIsActive
* game.director:ObjectiveRemoveFromGPSGroup
* game.director:ObjectiveSetGPSGroupStatus
* game.director:QuestDebugForceAvailable
* game.director:QuestGetCustomStateByIndex
* game.director:QuestGetCustomStatesCount
* game.director:QuestGetCustomState
* game.director:QuestGetLastFinishedOutcomeId
* game.director:QuestGetTimeSinceLastFinish
* game.director:QuestIsActive
* game.director:QuestIsAvailable
* game.director:QuestNoteActivate
* game.director:QuestNoteDeactivate
* game.director:QuestNoteIsActive
* game.director:QuestPersistentSetFinished
* game.director:QuestRegularIsActive
* game.director:QuestRegularIsLoaded
* game.director:QuestRegularSetActive
* game.director:QuestRegularSetFinished
* game.director:QuestSetActive
* game.director:QuestSetAvailable
* game.director:QuestSetCustomState
* game.director:QuestSetFinished
* game.director:QuestSetInactive
* game.director:QuestSetInstanceFinished
* game.director:QuestSetLocked
* game.director:QuestWasFinishedWithOutcome
* game.director:QuestWasFinished
* game.director:RegisterActivitySpawnPointCallback
* game.director:RegisterDistrictChangeCallback
* game.director:ResetEnabledActivitySpawners
* game.director:SetActivitySpawnerInstancesCount
* game.director:SetCurrentAct
* game.director:SetCurrentSubAct
* game.director:TestSpawnPointTag
* game.director:ToggleSpawnSystemDebugDisplay
* game.director:UnregisterActivitySpawnPointCallback
* game.director:UnregisterDistrictChangeCallback

## Door

* game.door:AILock
* game.door:AIUnlock
* game.door:Close
* game.door:DisableAction
* game.door:DisableAction
* game.door:EnableAction
* game.door:EnableAction
* game.door:IsClosed
* game.door:IsLocked
* game.door:IsLockpicking
* game.door:Kick
* game.door:Lock
* game.door:Open
* game.door:PlayAnimNoResistance
* game.door:PlayAnim
* game.door:StartLockpick
* game.door:StopAnim
* game.door:StopLockpick
* game.door:ToggleOpen
* game.door:Unlock

## Entity Wrapper

* game.entitywrapper:GetEntityByGUID
* game.entitywrapper:GetEntityByName
* game.entitywrapper:GetSceneObjectByName

## Game

* game.game:AddSoundPerceptionVolume
* game.game:AddTranslocatorExclusionZone
* game.game:AddTranslocatorFreezeZone
* game.game:AddTranslocatorInclusionZone
* game.game:AddWeaponEffect
* game.game:AllowTransientGatorSpawn
* game.game:AwardDLCMedal
* game.game:AwardMedal
* game.game:BroadcastHearScriptEvent
* game.game:CancelGameUpHoldRequest
* game.game:ClearWeaponsInRadius
* game.game:CountStatisticItem
* game.game:CreateBlocker
* game.game:CreateCleanEntity
* game.game:CreateScriptActorActionBox
* game.game:CreateScriptActorAction
* game.game:DbgActionIsEnabled
* game.game:DbgActionToogle
* game.game:DbgToolActorInfo
* game.game:DebugSetEditableVar
* game.game:DirectlyReportScriptEvent
* game.game:DispatchWorldEdgeGator
* game.game:EnableAutoAimCrashObjects
* game.game:EnableAutoAimHumans
* game.game:EnableNewWater
* game.game:ForceDifferentVoices
* game.game:GetActivePlayer
* game.game:GetAmmoCategory
* game.game:GetCurrentCounter
* game.game:GetDLCNamesByType
* game.game:GetGlobalGameObjects
* game.game:GetHashNameString
* game.game:GetItemIDFromName
* game.game:GetLoadedSaveId
* game.game:GetLoadedSaveType
* game.game:GetMissionTime
* game.game:GetPlatform
* game.game:GetRestrictedZoneManager
* game.game:GetWeaponNameFromID
* game.game:GotoPositionWithLookAt
* game.game:IsDeadHumanInside
* game.game:IsPointInView
* game.game:LoadSds
* game.game:LodingFinishedNotify
* game.game:MassActivate
* game.game:MassDeactivate
* game.game:ModifyGameTime
* game.game:NewAIObjectParams
* game.game:NewBattleDestination
* game.game:NewBattleFakeTarget
* game.game:PlayCutscene
* game.game:PlayMultipointSpeech
* game.game:PlayRumbleEffect
* game.game:PostAIEvent
* game.game:ProjectPointToScreen
* game.game:RegisterBlanketEvent
* game.game:RegisterEnterTrespassZoneCallback
* game.game:RemoveSoundPerceptionVolume
* game.game:RemoveTranslocatorExclusionZone
* game.game:RemoveTranslocatorFreezeZone
* game.game:RemoveTranslocatorInclusionZone
* game.game:RequestGameUpHold
* game.game:SendTelemetryEvent
* game.game:SetCurrentStoryId
* game.game:SetDisabledActorActions
* game.game:SetWaterSimulation
* game.game:SetWaterTemplate
* game.game:SetWaterTransition
* game.game:SetWaterVisibility
* game.game:ShowLeaderboard
* game.game:SkipLoadingSavingIndicatorDelay
* game.game:StartBroadcastSeeScriptEvent
* game.game:StartBroadcastTimedSeeScriptEvent
* game.game:StartCounter
* game.game:StopBroadcastSeeScriptEvent
* game.game:StopBroadcastTimedSeeScriptEvent
* game.game:StopCounter
* game.game:StopWeaponEffect
* game.game:StringTablesHaveString
* game.game:SwitchEnemyAlwaysOnRadarMode
* game.game:SwitchPoliceAlwaysOnRadarMode
* game.game:ToHashName
* game.game:TurnOffTheLights
* game.game:UnloadSds
* game.game:UnregisterBlanketEvent
* game.game:UnregisterEnterTrespassZoneCallback
* game.game:UpdatePresenceMessage
* game.game:UpdatePresenceParam
* game.game:WaitForTranslocator

## Garage

* game.garage:AddGaragePlaces
* game.garage:AddVehicle
* game.garage:CheatAddCarWithTuning
* game.garage:CheatAddVehicles
* game.garage:CheatAddVehicle
* game.garage:ClearAllGarages
* game.garage:GetFreeGaragePlaces
* game.garage:GetNumGaragePlaces
* game.garage:GetPlayersVehicle
* game.garage:HasVehicle
* game.garage:RemoveVehicle

## GFX

* game.gfx:CreateRestriction
* game.gfx:DeleteRestriction
* game.gfx:GetCurrentWeatherSetName
* game.gfx:GetTime
* game.gfx:GetTimeFlowSpeed
* game.gfx:IsWeatherCondition
* game.gfx:RegisterWeatherConditionChanged
* game.gfx:RegisterWeatherTimeFrameEvent
* game.gfx:RemoveTimeLimit
* game.gfx:ResetPostprocessSetOverride
* game.gfx:SetMaterialTexture
* game.gfx:SetPostprocessSetOverride
* game.gfx:SetTime
* game.gfx:SetTimeFlowSpeed
* game.gfx:SetTimeLimit
* game.gfx:SetWeatherSet
* game.gfx:UnregisterWeatherCallback

## GUI

* game.gui:CloseQuestionDialog
* game.gui:GetQuestionDialogResult
* game.gui:IsTutorialModeEnabled
* game.gui:OpenMap
* game.gui:OpenQuestionDialog

## HUD

* game.hud:ActionButtonsShow
* game.hud:AddEntityIndicator
* game.hud:AddJournalEntry
* game.hud:AddQuestChapter
* game.hud:AddQuestNavId
* game.hud:AddQuestObjectiveNavId
* game.hud:AddQuestObjectiveWithoutNotification
* game.hud:AddQuestObjective
* game.hud:AddQuestSubObjectiveNavId
* game.hud:AddQuestSubObjective
* game.hud:AddQuest
* game.hud:AddRowDistrictLegend
* game.hud:AddServiceTargetingEntity
* game.hud:AreDebugCoordsEnabled
* game.hud:AttachDebugOnEntity
* game.hud:AttachMovie
* game.hud:BackMirrorShow
* game.hud:CanShowTutorial
* game.hud:ChangeTextOnEntity
* game.hud:ClearCustomRadarRange
* game.hud:ClearDistrictLegend
* game.hud:ClearEnterIntelViewCallbackFunction
* game.hud:CloseMovie
* game.hud:CloseTutorial
* game.hud:CreateHealthBar
* game.hud:CreateHint
* game.hud:CreateHTMLText
* game.hud:DarkPlaceIndicatorShow
* game.hud:DebugHint
* game.hud:DestroyHint
* game.hud:EffectAlcoholDrunk
* game.hud:EffectAlcoholHit
* game.hud:EffectAlcoholLimits
* game.hud:EnableAlertBannerForTrespassing
* game.hud:EnableDebugCoords
* game.hud:EnterIntelView
* game.hud:EnterServiceTargeting
* game.hud:ExitIntelView
* game.hud:ExitServiceTargeting
* game.hud:FaderFadeInContext
* game.hud:FaderFadeIn
* game.hud:FaderFadeOutContext
* game.hud:FaderFadeOut
* game.hud:ForceSubtitlesUp
* game.hud:GetInteractCameraDummy
* game.hud:GetProgressEntityIndicator
* game.hud:GetScreenAspectRatio
* game.hud:GetScreenResolution
* game.hud:HelpHintHide
* game.hud:HelpHintShowQuick
* game.hud:HideArea
* game.hud:HideHint
* game.hud:HideMissionComplete
* game.hud:HideMissionExit
* game.hud:HideMissionOptIn
* game.hud:HideMissionRestart
* game.hud:HideRacketOptIn
* game.hud:HideRacketOptOut
* game.hud:HideWarning
* game.hud:InfoAreaShow
* game.hud:InventoryShow
* game.hud:IsFadedIn
* game.hud:IsFadedOut
* game.hud:IsFadingIn
* game.hud:IsFadingOut
* game.hud:IsLoadingScreenUp
* game.hud:IsPointInAnyWiretapZone
* game.hud:IsQuestObjectiveSelected
* game.hud:IsQuestSubObjectiveSelected
* game.hud:MessageAreaShow
* game.hud:MessageShowQuick
* game.hud:MissionHUDShow
* game.hud:MoneyShow
* game.hud:ObjectiveShow
* game.hud:OpenCustomizeCarMenu
* game.hud:OpenMovie
* game.hud:OpenTutorial
* game.hud:PoliceRelationSet
* game.hud:PoliceWantedSet
* game.hud:QueueHintEvent
* game.hud:QuitToMainMenu
* game.hud:RacingCheckpoint
* game.hud:RacingClear
* game.hud:RacingGetTime
* game.hud:RacingLapFinished
* game.hud:RacingShowHud
* game.hud:RacingStart
* game.hud:RacingStop
* game.hud:RacingVisualPause
* game.hud:RadarShow
* game.hud:RegisterScriptedMenuEvent
* game.hud:RegisterWiretapZone
* game.hud:RemoveDebugFromEntity
* game.hud:RemoveEntityIndicator
* game.hud:RemoveQuestChapter
* game.hud:RemoveQuestObjective
* game.hud:RemoveQuestSubObjective
* game.hud:RemoveQuest
* game.hud:RemoveServiceTargetingEntity
* game.hud:RespectShow
* game.hud:SelectQuestObjective
* game.hud:SelectQuestSubObjective
* game.hud:SendMessageMovie
* game.hud:SetAbortMissionStringId
* game.hud:SetCustomRadarRange
* game.hud:SetDistrictCollectibleCount
* game.hud:SetEnterIntelViewCallbackFunction
* game.hud:SetEntityIndicatorOcclusion
* game.hud:SetEntityIndicatorOffscreenType
* game.hud:SetForceIgnoreInventoryCollapse
* game.hud:SetIntelViewEntityIndicatorText
* game.hud:SetIntelViewEntityIndicatorType
* game.hud:SetIntelViewEntityIndicator
* game.hud:SetIntelViewOutlineColor
* game.hud:SetMinDistanceEntityIndicator
* game.hud:SetMovieFadeInDistances
* game.hud:SetMovieFadeOutDistances
* game.hud:SetMovieFlag
* game.hud:SetNumRelayComponents
* game.hud:SetProgressEntityIndicator
* game.hud:SetProgressSpeedEntityIndicator
* game.hud:SetProgressTargetSpeedEntityIndicator
* game.hud:SetQuestCount
* game.hud:SetQuestObjectiveCount
* game.hud:SetQuestObjectiveOptions
* game.hud:SetQuestObjectiveShowAllSubs
* game.hud:SetQuestObjectiveState
* game.hud:SetQuestSubObjectiveOptions
* game.hud:SetQuestSubObjectiveState
* game.hud:SetQuestType
* game.hud:SetTextEntityIndicator
* game.hud:SetTitleDescriptionDistrictLegend
* game.hud:SetUIXMargin
* game.hud:SetUIYMargin
* game.hud:ShowArea
* game.hud:ShowDebugInformationEvent
* game.hud:ShowDistrictLegend
* game.hud:ShowFinalSitdownChoice
* game.hud:ShowHint
* game.hud:ShowLowHealthFX
* game.hud:ShowMissionComplete
* game.hud:ShowMissionExit
* game.hud:ShowMissionOptIn
* game.hud:ShowMissionRestart
* game.hud:ShowQuestStartBanner
* game.hud:ShowRacketOptIn
* game.hud:ShowRacketOptOut
* game.hud:ShowWarningStringId
* game.hud:ShowWarning
* game.hud:Show
* game.hud:SpeedometerShow
* game.hud:StartCountDown
* game.hud:SubtitlesShow
* game.hud:TimerGetDiffCoef
* game.hud:TimerGetTime
* game.hud:TimerIsRunning
* game.hud:TimerSet
* game.hud:TimerShow
* game.hud:TimerStart
* game.hud:TimerStop
* game.hud:UnregisterScriptedMenuEvent
* game.hud:UpdateDeliverableVehicle
* game.hud:UpdateQuestChapter
* game.hud:UpdateQuestObjective
* game.hud:UpdateQuestSubObjective
* game.hud:UpdateQuest
* game.hud:UpdateService

## Navigation

* game.navigation:AddDistrictActivity
* game.navigation:AddHideoutIntel
* game.navigation:ChangeIconTargetToEntityDirect
* game.navigation:ChangeIconTargetToPos
* game.navigation:ClearSelectedIcon
* game.navigation:DisableGPSCustomPath
* game.navigation:EnableGPSCustomPath
* game.navigation:EnableIconOverrideIndicatorPosition
* game.navigation:GetIdByEntityName
* game.navigation:GetIdByScriptWrapper
* game.navigation:IsIconSelected
* game.navigation:LoadCustomMap
* game.navigation:RegisterArea
* game.navigation:RegisterCircleEntityRGB
* game.navigation:RegisterCircleEntity
* game.navigation:RegisterCircleRGB
* game.navigation:RegisterCircle
* game.navigation:RegisterCoverageDirect
* game.navigation:RegisterCoverageEntity
* game.navigation:RegisterCoveragePos
* game.navigation:RegisterDistrictPos
* game.navigation:RegisterHideoutContactObjectiveDirect
* game.navigation:RegisterHideoutContactObjectiveEntity
* game.navigation:RegisterHideoutContactObjectivePos
* game.navigation:RegisterHideoutEntityDirect
* game.navigation:RegisterHideoutEntity
* game.navigation:RegisterHideoutObjective
* game.navigation:RegisterHideoutPos
* game.navigation:RegisterHighDamageObjectiveDirect
* game.navigation:RegisterHighDamageObjectiveEntity
* game.navigation:RegisterHighDamageObjectivePos
* game.navigation:RegisterHumanEntityDirect
* game.navigation:RegisterHumanEntity
* game.navigation:RegisterIconEntityDirect
* game.navigation:RegisterIconEntity
* game.navigation:RegisterIconPos
* game.navigation:RegisterObjectiveEntityDirect
* game.navigation:RegisterObjectiveIconEntityDirect
* game.navigation:RegisterObjectiveIconPos
* game.navigation:RegisterObjectiveIcon
* game.navigation:RegisterObjectivePos
* game.navigation:RegisterObjective
* game.navigation:RegisterOWAHideoutDirect
* game.navigation:RegisterOWAHideoutEntity
* game.navigation:RegisterOWAHideoutPos
* game.navigation:RegisterOWAPersistentCharacterDirect
* game.navigation:RegisterOWAPersistentCharacterEntity
* game.navigation:RegisterOWAPersistentCharacterPos
* game.navigation:RegisterPassionActivityDirect
* game.navigation:RegisterPassionActivityEntity
* game.navigation:RegisterPassionActivityPos
* game.navigation:RegisterPersistentCharacterDirect
* game.navigation:RegisterPersistentCharacterEntity
* game.navigation:RegisterPersistentCharacterPos
* game.navigation:RegisterStashHouseDirect
* game.navigation:RegisterStashHouseEntity
* game.navigation:RegisterStashHousePos
* game.navigation:RegisterVehicleDirect
* game.navigation:RegisterVehicleEntity
* game.navigation:SelectIcon
* game.navigation:SetCoverageState
* game.navigation:SetDamageValueHundreds
* game.navigation:SetDifficultyState
* game.navigation:SetDistrictActivityState
* game.navigation:SetDistrictState
* game.navigation:SetHideoutContactNotifyState
* game.navigation:SetHideoutCurrentValue
* game.navigation:SetHideoutEarnValues
* game.navigation:SetHideoutIntelState
* game.navigation:SetHideoutIsInLockedState
* game.navigation:SetHideoutShouldShowMapIcons
* game.navigation:SetHideoutStartingValue
* game.navigation:SetHideoutState
* game.navigation:SetIconFakeGPSPositionOnEntity
* game.navigation:SetIconFarVisibility
* game.navigation:SetIconGPSEnabledByNavId
* game.navigation:SetIconMapVisibilityByEntity
* game.navigation:SetIconMapVisibilityByNavId
* game.navigation:SetIconOverrideIndicatorPosition
* game.navigation:SetIconRadarVisibilityByEntity
* game.navigation:SetIconRadarVisibilityByNavId
* game.navigation:SetIconRiskRewardDamage
* game.navigation:SetIconShowByEntity
* game.navigation:SetIconTextByEntity
* game.navigation:SetIconTextByNavId
* game.navigation:SetIndicatorHideRange
* game.navigation:SetNotifyState
* game.navigation:SetPersistentCharacterEarn
* game.navigation:SetPersistentCharacterKickback
* game.navigation:SetPersistentCharacterState
* game.navigation:SetPopupProperties
* game.navigation:SetStashHouseState
* game.navigation:UnloadCustomMap
* game.navigation:UnregisterId

## Persistent Characters (Perchars)

* game.perchars:DebugDecreaseLoyalty
* game.perchars:DebugIncreaseLoyalty
* game.perchars:DebugSetLocation
* game.perchars:DebugSetLoyalty
* game.perchars:DisableQuestMemberMode
* game.perchars:EnableQuestMemberMode
* game.perchars:GetLoyalty
* game.perchars:GetState
* game.perchars:SetBackstory
* game.perchars:SetState
* game.perchars:SetStatus

## Physics

* game.physics:CleanObjectsInArea
* game.physics:CleanObjectsInSphere
* game.physics:GetActorInScreenCenter
* game.physics:GetCollisionPointBelow
* game.physics:IsCleanRequestStillInProgress
* game.physics:MakeCollLayers
* game.physics:NewTriggerVolumeListener
* game.physics:StartCollisionQuery

## PiP Camera

* game.pipcamera:ActivatePiPCamera
* game.pipcamera:CreatePiPCamera
* game.pipcamera:CreatePiPCameraDynamic
* game.pipcamera:CreatePiPCameraStatic
* game.pipcamera:DeactivatePiPCamera
* game.pipcamera:DestroyPiPCamera

## Police

* game.police:AreOffencesDisabled
* game.police:ClampEscalationLevel
* game.police:Disable
* game.police:DisableOffencesDistrict
* game.police:DisableOffencesDistrictAllowPolice
* game.police:DisableOffencesGlobal
* game.police:DisableOffencesGlobalAllowPolice
* game.police:DisableOffencesTemp
* game.police:DisablePoliceSquealers
* game.police:Enable
* game.police:GetActiveZones
* game.police:GetZoneInfo
* game.police:OverridePersistentPoliceSet
* game.police:PersistentPolicePreventSpawningFromPos
* game.police:PersistentPolicePreventSpawningFromSource
* game.police:PersistentPoliceStartSpawningFromPos
* game.police:PersistentPoliceStartSpawningFromSource
* game.police:PersistentPoliceStopSpawningFromPos
* game.police:PersistentPoliceStopSpawningFromSource
* game.police:PreventDispatchSpeech
* game.police:PreventZonesDecay
* game.police:RegisterForPoliceEvent
* game.police:RegisterPreventCivilSquealerPhonesZone
* game.police:RemoveAllSquealersDespawnProtection
* game.police:RemoveOverridePersistentPoliceSet
* game.police:RequestDispatchSpeech
* game.police:SetDispatchSpeechPreset2D
* game.police:SetPersistentPoliceGlobalDensityModifier
* game.police:SquealerCallPolice
* game.police:SquealerCallSquealers
* game.police:SquealerGetLastOffencePos
* game.police:StartSquealerDespawnProtection
* game.police:UnregisterForPoliceEvent
* game.police:UnregisterPreventCivilSquealerPhonesZone
* game.police:ZoneCreate
* game.police:ZoneDecay
* game.police:ZoneDecayAll
* game.police:ZoneDecayRed
* game.police:ZoneDelete
* game.police:ZoneDeleteAll
* game.police:ZoneQuery

## Race Manager

* game.racemanager:CrossedCheckPoint
* game.racemanager:GetDistance
* game.racemanager:GetPositionTotal
* game.racemanager:GetPosition
* game.racemanager:IsEntityRegistered
* game.racemanager:RegisterEntity
* game.racemanager:SetCheckPoints
* game.racemanager:SetPath
* game.racemanager:UnregisterEntity

## Radio

* game.radio:GetStation
* game.radio:IsOn
* game.radio:NumAvailableStations
* game.radio:SelectStation
* game.radio:SetOn
* game.radio:StartTransition

## Safe House Door

* game.safehouse:RegisterEnterCallback
* game.safehouse:RegisterExitCallback
* game.safehouse:UnregisterEnterCallback
* game.safehouse:UnregisterExitCallback

## Save System

* game.savesystem:DebugSave
* game.savesystem:EnableSaveLogic
* game.savesystem:FreeRoamRetry
* game.savesystem:IsRetryPossible
* game.savesystem:RequestCheckpointSave
* game.savesystem:RequestFreeroamSave
* game.savesystem:Retry

## SDS

* game.sds:GetSyncObjectForLoadSDS
* game.sds:GetSyncObjectForUnloadSDS
* game.sds:IsSDSLoaded

## Service Validation

* game.servicevalidation:StartValidatingDiversionTarget
* game.servicevalidation:StartValidatingDriveByTarget
* game.servicevalidation:StartValidatingSniperTarget

## Shot Manager

* game.shotmgr:CreateExplosion
* game.shotmgr:CreateScriptExplosion
* game.shotmgr:CreateShots

## Skip Scripted Cutscene

* game.skipscriptscene:BeginSkipableScene
* game.skipscriptscene:EndSkipableScene

## Squealer (Witness)

* game.squealer:DisablePhoneBoothsEvaluation
* game.squealer:GetImportantGameObjects
* game.squealer:GetSquealerDestinationTarget

## Streaming

* game.streaming:RequestLoadCollisionsInRadius
* game.streaming:UnrequestLoad

## Stream Map

* game.streammap:ChangeScenario
* game.streammap:GetSyncObjectForSuspend
* game.streammap:IsTestScene
* game.streammap:Resume

## Tail

* game.tail:CreateTailEntity
* game.tail:ReleaseTailEntity
* game.tail:SetHintEscape
* game.tail:SetHintFail
* game.tail:SetHintStart
* game.tail:SetHintSuccess

## Traffic

* game.traffic:ActivateLastPlayersCar
* game.traffic:AddSuppressionToVolume
* game.traffic:BanishEntity
* game.traffic:BlockSpawnersInArea
* game.traffic:BlockSpawnersInSphere
* game.traffic:CloseSeason
* game.traffic:DbgRegulateTraffic
* game.traffic:DbgSetHumanSpawnRanges
* game.traffic:DbgSetVehicleSpawnRanges
* game.traffic:DespawnEntityImmediately
* game.traffic:DespawnEntity
* game.traffic:DespawnPlayerCarImmediately
* game.traffic:FindNearestSpawnedVehicle
* game.traffic:FinishScenario
* game.traffic:GetActiveTailEntity
* game.traffic:GetClosestPointOnRoad
* game.traffic:GetDLCVehicleModelNames
* game.traffic:GetGlobalCarDensityMultiplier
* game.traffic:GetIsAmbientTrafficOn
* game.traffic:GetLastPlayerCar
* game.traffic:GetNearestFoundSpawnedEntity
* game.traffic:GetObtainedEntity
* game.traffic:GetRestrictedZoneCarsIntersection
* game.traffic:GetSpawnCarArriveMissingDist
* game.traffic:GetSpawnCarArrivePos
* game.traffic:GetSpawnedEntity
* game.traffic:IsQueryMarkedForDespawn
* game.traffic:ObtainCarWithCrew
* game.traffic:ObtainCar
* game.traffic:ObtainHuman
* game.traffic:ObtainNewPlayerCar
* game.traffic:ObtainSpecificBoatWithCrew
* game.traffic:ObtainSpecificBoat
* game.traffic:ObtainSpecificCar
* game.traffic:OpenSeason
* game.traffic:PathFindEnableMiddlePoint
* game.traffic:PathFindReset
* game.traffic:Populate
* game.traffic:RestoreCarCustomizationState
* game.traffic:ReturnNearestFoundSpawnedVehicle
* game.traffic:SetEnableAmbientTrafficSpawning
* game.traffic:SetForceCarRealPhysics
* game.traffic:SetMaxHumanElements
* game.traffic:SetMaxVehicleElements
* game.traffic:SpawnBoatArrive
* game.traffic:SpawnBoat
* game.traffic:SpawnCarArrivePosition
* game.traffic:SpawnCarArriveSO
* game.traffic:SpawnCarArrive
* game.traffic:SpawnCarConvoy
* game.traffic:SpawnCar
* game.traffic:SpawnHuman
* game.traffic:StartFootWaveInScenario
* game.traffic:StartHuntScenario
* game.traffic:SwitchAllowRadarZoom
* game.traffic:SwitchGenerators
* game.traffic:SwitchRoad
* game.traffic:TestCustApply
* game.traffic:TestCustItem
* game.traffic:TestCustMenu
* game.traffic:TestCustRevert
* game.traffic:TestCustStart
* game.traffic:TestPerfStats
* game.traffic:UnlockCarCustomizationItem
* game.traffic:UnspawnPlayersCars

## Video Capture

* game.videocapture:CancelHighlight
* game.videocapture:StartHighlight
* game.videocapture:StopHighlight