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Table of Contents

GTA V Natives

SYSTEM

WAIT

void SYSTEM::WAIT(int ms) // 0x4EDE34FBADD967A6 0x7715C03B b323
Pauses execution of the current script, please note this behavior is only seen when called from one of the game script files(ysc). In order to wait an asi script use "static void WAIT(DWORD time);" found in main.h

START_NEW_SCRIPT

int SYSTEM::START_NEW_SCRIPT(const char* scriptName, int stackSize) // 0xE81651AD79516E48 0x3F166D0E b323
Examples:
 g_384A = SYSTEM::START_NEW_SCRIPT("cellphone_flashhand", 1424);
 l_10D = SYSTEM::START_NEW_SCRIPT("taxiService", 1828);
 SYSTEM::START_NEW_SCRIPT("AM_MP_YACHT", 5000);
 SYSTEM::START_NEW_SCRIPT("emergencycall", 512);
 SYSTEM::START_NEW_SCRIPT("emergencycall", 512); 
 SYSTEM::START_NEW_SCRIPT("FM_maintain_cloud_header_data", 1424);
 SYSTEM::START_NEW_SCRIPT("FM_Mission_Controller", 31000);
 SYSTEM::START_NEW_SCRIPT("tennis_family", 3650);
 SYSTEM::START_NEW_SCRIPT("Celebrations", 3650);

Decompiled examples of usage when starting a script:
 
    SCRIPT::REQUEST_SCRIPT(a_0);
    if (SCRIPT::HAS_SCRIPT_LOADED(a_0)) {
        SYSTEM::START_NEW_SCRIPT(a_0, v_3);
        SCRIPT::SET_SCRIPT_AS_NO_LONGER_NEEDED(a_0);
        return 1;
    }
 
or:

    v_2 = "MrsPhilips2";
    SCRIPT::REQUEST_SCRIPT(v_2);
    while (!SCRIPT::HAS_SCRIPT_LOADED(v_2)) {
    SCRIPT::REQUEST_SCRIPT(v_2);
    SYSTEM::WAIT(0);
    }
    sub_8792(36);
    SYSTEM::START_NEW_SCRIPT(v_2, 17000);
    SCRIPT::SET_SCRIPT_AS_NO_LONGER_NEEDED(v_2);

All native script names: pastebin.com/K9adDsu4 and pastebin.com/yLNWicUi

START_NEW_SCRIPT_WITH_ARGS

int SYSTEM::START_NEW_SCRIPT_WITH_ARGS(const char* scriptName, Any* args, int argCount, int stackSize) // 0xB8BA7F44DF1575E1 0x4A2100E4 b323
return : script thread id, 0 if failed
Pass pointer to struct of args in p1, size of struct goes into p2

START_NEW_SCRIPT_WITH_NAME_HASH

int SYSTEM::START_NEW_SCRIPT_WITH_NAME_HASH(Hash scriptHash, int stackSize) // 0xEB1C67C3A5333A92 0x8D15BE5D b323

START_NEW_SCRIPT_WITH_NAME_HASH_AND_ARGS

int SYSTEM::START_NEW_SCRIPT_WITH_NAME_HASH_AND_ARGS(Hash scriptHash, Any* args, int argCount, int stackSize) // 0xC4BB298BD441BE78 0xE38A3AD4 b323

TIMERA

int SYSTEM::TIMERA() // 0x83666F9FB8FEBD4B 0x45C8C188 b323
Counts up. Every 1000 is 1 real-time second. Use SETTIMERA(int value) to set the timer (e.g.: SETTIMERA(0)).

TIMERB

int SYSTEM::TIMERB() // 0xC9D9444186B5A374 0x330A9C0C b323

SETTIMERA

void SYSTEM::SETTIMERA(int value) // 0xC1B1E9A034A63A62 0x35785333 b323

SETTIMERB

void SYSTEM::SETTIMERB(int value) // 0x5AE11BC36633DE4E 0x27C1B7C6 b323

TIMESTEP

float SYSTEM::TIMESTEP() // 0x0000000050597EE2 0x50597EE2 b323
Gets the current frame time.

SIN

float SYSTEM::SIN(float value) // 0x0BADBFA3B172435F 0xBF987F58 b323

COS

float SYSTEM::COS(float value) // 0xD0FFB162F40A139C 0x00238FE9 b323

SQRT

float SYSTEM::SQRT(float value) // 0x71D93B57D07F9804 0x145C7701 b323

POW

float SYSTEM::POW(float base, float exponent) // 0xE3621CC40F31FE2E 0x85D134F8 b323

_LOG10

float SYSTEM::_LOG10(float value) // 0xE816E655DE37FE20  b1604

VMAG

float SYSTEM::VMAG(float x, float y, float z) // 0x652D2EEEF1D3E62C 0x1FCF1ECD b323
Calculates the magnitude of a vector.

VMAG2

float SYSTEM::VMAG2(float x, float y, float z) // 0xA8CEACB4F35AE058 0xE796E629 b323
Calculates the magnitude of a vector but does not perform Sqrt operations. (Its way faster)

VDIST

float SYSTEM::VDIST(float x1, float y1, float z1, float x2, float y2, float z2) // 0x2A488C176D52CCA5 0x3C08ECB7 b323
Calculates distance between vectors.

VDIST2

float SYSTEM::VDIST2(float x1, float y1, float z1, float x2, float y2, float z2) // 0xB7A628320EFF8E47 0xC85DEF1F b323
Calculates distance between vectors but does not perform Sqrt operations. (Its way faster)

SHIFT_LEFT

int SYSTEM::SHIFT_LEFT(int value, int bitShift) // 0xEDD95A39E5544DE8 0x314CC6CD b323

SHIFT_RIGHT

int SYSTEM::SHIFT_RIGHT(int value, int bitShift) // 0x97EF1E5BCE9DC075 0x352633CA b323

FLOOR

int SYSTEM::FLOOR(float value) // 0xF34EE736CF047844 0x32E9BE04 b323

CEIL

int SYSTEM::CEIL(float value) // 0x11E019C8F43ACC8A 0xD536A1DF b323
I'm guessing this rounds a float value up to the next whole number, and FLOOR rounds it down

ROUND

int SYSTEM::ROUND(float value) // 0xF2DB717A73826179 0x323B0E24 b323

TO_FLOAT

float SYSTEM::TO_FLOAT(int value) // 0xBBDA792448DB5A89 0x67116627 b323

SET_THREAD_PRIORITY

void SYSTEM::SET_THREAD_PRIORITY(int priority) // 0x42B65DEEF2EDF2A1  b877
0 = high
1 = normal
2 = low

APP

APP_DATA_VALID

BOOL APP::APP_DATA_VALID() // 0x846AA8E7D55EE5B6 0x72BDE002 b323

APP_GET_INT

int APP::APP_GET_INT(const char* property) // 0xD3A58A12C77D9D4B 0x2942AAD2 b323

APP_GET_FLOAT

float APP::APP_GET_FLOAT(const char* property) // 0x1514FB24C02C2322 0xD87F3A1C b323

APP_GET_STRING

const char* APP::APP_GET_STRING(const char* property) // 0x749B023950D2311C 0x849CEB80 b323

APP_SET_INT

void APP::APP_SET_INT(const char* property, int value) // 0x607E8E3D3E4F9611 0x1B509C32 b323

APP_SET_FLOAT

void APP::APP_SET_FLOAT(const char* property, float value) // 0x25D7687C68E0DAA4 0xF3076135 b323

APP_SET_STRING

void APP::APP_SET_STRING(const char* property, const char* value) // 0x3FF2FCEC4B7721B4 0x23DF19A8 b323

APP_SET_APP

void APP::APP_SET_APP(const char* appName) // 0xCFD0406ADAF90D2B 0x8BAC4146 b323
Called in the gamescripts like:
APP::APP_SET_APP("car");
APP::APP_SET_APP("dog");

APP_SET_BLOCK

void APP::APP_SET_BLOCK(const char* blockName) // 0x262AB456A3D21F93 0xC2D54DD9 b323

APP_CLEAR_BLOCK

void APP::APP_CLEAR_BLOCK() // 0x5FE1DF3342DB7DBA 0xDAB86A18 b323

APP_CLOSE_APP

void APP::APP_CLOSE_APP() // 0xE41C65E07A5F05FC 0x03767C7A b323

APP_CLOSE_BLOCK

void APP::APP_CLOSE_BLOCK() // 0xE8E3FCF72EAC0EF8 0xED97B202 b323

APP_HAS_LINKED_SOCIAL_CLUB_ACCOUNT

BOOL APP::APP_HAS_LINKED_SOCIAL_CLUB_ACCOUNT() // 0x71EEE69745088DA0 0xD368BA15 b323

APP_HAS_SYNCED_DATA

BOOL APP::APP_HAS_SYNCED_DATA(const char* appName) // 0xCA52279A7271517F 0x1DE2A63D b323

APP_SAVE_DATA

void APP::APP_SAVE_DATA() // 0x95C5D356CDA6E85F 0x84A3918D b323

APP_GET_DELETED_FILE_STATUS

int APP::APP_GET_DELETED_FILE_STATUS() // 0xC9853A2BE3DED1A6 0x784D550B b323

APP_DELETE_APP_DATA

BOOL APP::APP_DELETE_APP_DATA(const char* appName) // 0x44151AEA95C8A003 0x2A2FBD1C b323

AUDIO

PLAY_PED_RINGTONE

void AUDIO::PLAY_PED_RINGTONE(const char* ringtoneName, Ped ped, BOOL p2) // 0xF9E56683CA8E11A5 0x1D530E47 b323
All found occurrences in b617d, sorted alphabetically and identical lines removed: pastebin.com/RFb4GTny

AUDIO::PLAY_PED_RINGTONE("Remote_Ring", PLAYER::PLAYER_PED_ID(), 1);
AUDIO::PLAY_PED_RINGTONE("Dial_and_Remote_Ring", PLAYER::PLAYER_PED_ID(), 1);

IS_PED_RINGTONE_PLAYING

BOOL AUDIO::IS_PED_RINGTONE_PLAYING(Ped ped) // 0x1E8E5E20937E3137 0xFE576EE4 b323

STOP_PED_RINGTONE

void AUDIO::STOP_PED_RINGTONE(Ped ped) // 0x6C5AE23EFA885092 0xFEEA107C b323

IS_MOBILE_PHONE_CALL_ONGOING

BOOL AUDIO::IS_MOBILE_PHONE_CALL_ONGOING() // 0x7497D2CE2C30D24C 0x4ED1400A b323

_0xC8B1B2425604CDD0

BOOL AUDIO::_0xC8B1B2425604CDD0() // 0xC8B1B2425604CDD0 0x16FB88B5 b323
IS_MOBILE_PHONE_*

CREATE_NEW_SCRIPTED_CONVERSATION

void AUDIO::CREATE_NEW_SCRIPTED_CONVERSATION() // 0xD2C91A0B572AAE56 0xB2BC25F8 b323

ADD_LINE_TO_CONVERSATION

void AUDIO::ADD_LINE_TO_CONVERSATION(int index, const char* p1, const char* p2, int p3, int p4, BOOL p5, BOOL p6, BOOL p7, BOOL p8, int p9, BOOL p10, BOOL p11, BOOL p12) // 0xC5EF963405593646 0x96CD0513 b323
NOTE: ones that are -1, 0 - 35 are determined by a function where it gets a TextLabel from a global then runs,
_GET_TEXT_SUBSTRING and depending on what the result is it goes in check order of 0 - 9 then A - Z then z (lowercase). So it will then return 0 - 35 or -1 if it's 'z'. The func to handle that ^^ is func_67 in dialog_handler.c atleast in TU27 Xbox360 scripts.

p0 is -1, 0 - 35
p1 is a char or string (whatever you wanna call it)
p2 is Global 10597 + i * 6. 'i' is a while(i < 70) loop
p3 is again -1, 0 - 35 
p4 is again -1, 0 - 35 
p5 is either 0 or 1 (bool ?)
p6 is either 0 or 1 (The func to determine this is bool)
p7 is either 0 or 1 (The func to determine this is bool)
p8 is either 0 or 1 (The func to determine this is bool)
p9 is 0 - 3 (Determined by func_60 in dialogue_handler.c)
p10 is either 0 or 1 (The func to determine this is bool)
p11 is either 0 or 1 (The func to determine this is bool)
p12 is unknown as in TU27 X360 scripts it only goes to p11.

ADD_PED_TO_CONVERSATION

void AUDIO::ADD_PED_TO_CONVERSATION(int index, Ped ped, const char* p2) // 0x95D9F4BC443956E7 0xF8D5EB86 b323
4 calls in the b617d scripts. The only one with p0 and p2 in clear text:

AUDIO::ADD_PED_TO_CONVERSATION(5, l_AF, "DINAPOLI");

=================================================
One of the 2 calls in dialogue_handler.c p0 is in a while-loop, and so is determined to also possibly be 0 - 15.

_0x33E3C6C6F2F0B506

void AUDIO::_0x33E3C6C6F2F0B506(Any p0, float p1, float p2, float p3) // 0x33E3C6C6F2F0B506 0x73C6F979 b323

_0x892B6AB8F33606F5

void AUDIO::_0x892B6AB8F33606F5(int p0, Entity entity) // 0x892B6AB8F33606F5 0x88203DDA b323

SET_MICROPHONE_POSITION

void AUDIO::SET_MICROPHONE_POSITION(BOOL p0, float x1, float y1, float z1, float x2, float y2, float z2, float x3, float y3, float z3) // 0xB6AE90EDDE95C762 0xAD7BB191 b323
If this is the correct name, what microphone? I know your TV isn't going to reach out and adjust your headset so..

_0x0B568201DD99F0EB

void AUDIO::_0x0B568201DD99F0EB(BOOL p0) // 0x0B568201DD99F0EB 0x1193ED6E b323

_0x61631F5DF50D1C34

void AUDIO::_0x61631F5DF50D1C34(BOOL p0) // 0x61631F5DF50D1C34  b323

START_SCRIPT_PHONE_CONVERSATION

void AUDIO::START_SCRIPT_PHONE_CONVERSATION(BOOL p0, BOOL p1) // 0x252E5F915EABB675 0x38E42D07 b323

PRELOAD_SCRIPT_PHONE_CONVERSATION

void AUDIO::PRELOAD_SCRIPT_PHONE_CONVERSATION(BOOL p0, BOOL p1) // 0x6004BCB0E226AAEA 0x9ACB213A b323

START_SCRIPT_CONVERSATION

void AUDIO::START_SCRIPT_CONVERSATION(BOOL p0, BOOL p1, BOOL p2, BOOL p3) // 0x6B17C62C9635D2DC 0xE5DE7D9D b323

PRELOAD_SCRIPT_CONVERSATION

void AUDIO::PRELOAD_SCRIPT_CONVERSATION(BOOL p0, BOOL p1, BOOL p2, BOOL p3) // 0x3B3CAD6166916D87 0xDDF5C579 b323

START_PRELOADED_CONVERSATION

void AUDIO::START_PRELOADED_CONVERSATION() // 0x23641AFE870AF385 0xA170261B b323

GET_IS_PRELOADED_CONVERSATION_READY

BOOL AUDIO::GET_IS_PRELOADED_CONVERSATION_READY() // 0xE73364DB90778FFA 0x336F3D35 b323

IS_SCRIPTED_CONVERSATION_ONGOING

BOOL AUDIO::IS_SCRIPTED_CONVERSATION_ONGOING() // 0x16754C556D2EDE3D 0xCB8FD96F b323

IS_SCRIPTED_CONVERSATION_LOADED

BOOL AUDIO::IS_SCRIPTED_CONVERSATION_LOADED() // 0xDF0D54BE7A776737 0xE1870EA9 b323

GET_CURRENT_SCRIPTED_CONVERSATION_LINE

int AUDIO::GET_CURRENT_SCRIPTED_CONVERSATION_LINE() // 0x480357EE890C295A 0x9620E41F b323

PAUSE_SCRIPTED_CONVERSATION

void AUDIO::PAUSE_SCRIPTED_CONVERSATION(BOOL p0) // 0x8530AD776CD72B12 0xE2C9C6F8 b323

RESTART_SCRIPTED_CONVERSATION

void AUDIO::RESTART_SCRIPTED_CONVERSATION() // 0x9AEB285D1818C9AC 0x6CB24B56 b323

STOP_SCRIPTED_CONVERSATION

int AUDIO::STOP_SCRIPTED_CONVERSATION(BOOL p0) // 0xD79DEEFB53455EBA 0xAB77DA7D b323

SKIP_TO_NEXT_SCRIPTED_CONVERSATION_LINE

void AUDIO::SKIP_TO_NEXT_SCRIPTED_CONVERSATION_LINE() // 0x9663FE6B7A61EB00 0x85C98304 b323

INTERRUPT_CONVERSATION

void AUDIO::INTERRUPT_CONVERSATION(Any p0, Any* p1, Any* p2) // 0xA018A12E5C5C2FA6 0xF3A67AF3 b323

INTERRUPT_CONVERSATION_AND_PAUSE

void AUDIO::INTERRUPT_CONVERSATION_AND_PAUSE(Ped ped, const char* p1, const char* p2) // 0x8A694D7A68F8DC38 0xDD4A3F1F b323
One call found in the b617d scripts:

AUDIO::_8A694D7A68F8DC38(NETWORK::NET_TO_PED(l_3989._f26F[0/*1*/]), "CONV_INTERRUPT_QUIT_IT", "LESTER");

_0xAA19F5572C38B564

Any AUDIO::_0xAA19F5572C38B564(Any* p0) // 0xAA19F5572C38B564 0xB58B8FF3 b323

_0xB542DE8C3D1CB210

void AUDIO::_0xB542DE8C3D1CB210(BOOL p0) // 0xB542DE8C3D1CB210 0x789D8C6C b323

REGISTER_SCRIPT_WITH_AUDIO

void AUDIO::REGISTER_SCRIPT_WITH_AUDIO(int p0) // 0xC6ED9D5092438D91 0xA6203643 b323
This native does absolutely nothing, just a nullsub

UNREGISTER_SCRIPT_WITH_AUDIO

void AUDIO::UNREGISTER_SCRIPT_WITH_AUDIO() // 0xA8638BE228D4751A 0x66728EFE b323
This native does absolutely nothing, just a nullsub

REQUEST_MISSION_AUDIO_BANK

BOOL AUDIO::REQUEST_MISSION_AUDIO_BANK(const char* p0, BOOL p1, Any p2) // 0x7345BDD95E62E0F2 0x916E37CA b323
 All occurrences and usages found in b617d: pastebin.com/NzZZ2Tmm
 

REQUEST_AMBIENT_AUDIO_BANK

BOOL AUDIO::REQUEST_AMBIENT_AUDIO_BANK(const char* p0, BOOL p1, Any p2) // 0xFE02FFBED8CA9D99 0x23C88BC7 b323
All occurrences and usages found in b617d, sorted alphabetically and identical lines removed: pastebin.com/XZ1tmGEz

REQUEST_SCRIPT_AUDIO_BANK

BOOL AUDIO::REQUEST_SCRIPT_AUDIO_BANK(const char* p0, BOOL p1, int p2) // 0x2F844A8B08D76685 0x21322887 b323
All occurrences and usages found in b617d, sorted alphabetically and identical lines removed: pastebin.com/AkmDAVn6

_0x40763EA7B9B783E7

Any AUDIO::_0x40763EA7B9B783E7(Any p0, Any p1, Any p2) // 0x40763EA7B9B783E7  b573

HINT_AMBIENT_AUDIO_BANK

Any AUDIO::HINT_AMBIENT_AUDIO_BANK(Any p0, Any p1, Any p2) // 0x8F8C0E370AE62F5C 0xF1850DDC b323

HINT_SCRIPT_AUDIO_BANK

Any AUDIO::HINT_SCRIPT_AUDIO_BANK(Any p0, Any p1, Any p2) // 0xFB380A29641EC31A 0x41FA0E51 b323

RELEASE_MISSION_AUDIO_BANK

void AUDIO::RELEASE_MISSION_AUDIO_BANK() // 0x0EC92A1BF0857187 0x8E8824C7 b323

RELEASE_AMBIENT_AUDIO_BANK

void AUDIO::RELEASE_AMBIENT_AUDIO_BANK() // 0x65475A218FFAA93D 0x8C938784 b323

RELEASE_NAMED_SCRIPT_AUDIO_BANK

void AUDIO::RELEASE_NAMED_SCRIPT_AUDIO_BANK(const char* audioBank) // 0x77ED170667F50170 0x16707ABC b323

RELEASE_SCRIPT_AUDIO_BANK

void AUDIO::RELEASE_SCRIPT_AUDIO_BANK() // 0x7A2D8AD0A9EB9C3F 0x22F865E5 b323

_0x19AF7ED9B9D23058

void AUDIO::_0x19AF7ED9B9D23058() // 0x19AF7ED9B9D23058 0xA58BBF4F b323

_0x9AC92EED5E4793AB

void AUDIO::_0x9AC92EED5E4793AB() // 0x9AC92EED5E4793AB 0xE67446E9 b323

_0x11579D940949C49E

void AUDIO::_0x11579D940949C49E(Any p0) // 0x11579D940949C49E  b678

GET_SOUND_ID

int AUDIO::GET_SOUND_ID() // 0x430386FE9BF80B45 0x6AE0AD56 b323

RELEASE_SOUND_ID

void AUDIO::RELEASE_SOUND_ID(int soundId) // 0x353FC880830B88FA 0x9C080899 b323

PLAY_SOUND

void AUDIO::PLAY_SOUND(int soundId, const char* audioName, const char* audioRef, BOOL p3, Any p4, BOOL p5) // 0x7FF4944CC209192D 0xB6E1917F b323
All found occurrences in b617d, sorted alphabetically and identical lines removed: pastebin.com/A8Ny8AHZ

Full list of audio / sound names by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/soundNames.json

PLAY_SOUND_FRONTEND

void AUDIO::PLAY_SOUND_FRONTEND(int soundId, const char* audioName, const char* audioRef, BOOL p3) // 0x67C540AA08E4A6F5 0x2E458F74 b323
List: https://pastebin.com/DCeRiaLJ

All occurrences as of Cayo Perico Heist DLC (b2189), sorted alphabetically and identical lines removed: https://git.io/JtLxM

Full list of audio / sound names by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/soundNames.json

PLAY_DEFERRED_SOUND_FRONTEND

void AUDIO::PLAY_DEFERRED_SOUND_FRONTEND(const char* soundName, const char* soundsetName) // 0xCADA5A0D0702381E 0xC70E6CFA b323
Only call found in the b617d scripts:

AUDIO::PLAY_DEFERRED_SOUND_FRONTEND("BACK", "HUD_FREEMODE_SOUNDSET");

Full list of audio / sound names by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/soundNames.json

PLAY_SOUND_FROM_ENTITY

void AUDIO::PLAY_SOUND_FROM_ENTITY(int soundId, const char* audioName, Entity entity, const char* audioRef, BOOL isNetwork, Any p5) // 0xE65F427EB70AB1ED 0x95AE00F8 b323
All found occurrences in b617d, sorted alphabetically and identical lines removed: pastebin.com/f2A7vTj0 
No changes made in b678d.

gtaforums.com/topic/795622-audio-for-mods

Full list of audio / sound names by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/soundNames.json

_0x5B9853296731E88D

void AUDIO::_0x5B9853296731E88D(Any p0, Any p1, Any p2, Any p3, Any p4, Any p5) // 0x5B9853296731E88D  b877

PLAY_SOUND_FROM_COORD

void AUDIO::PLAY_SOUND_FROM_COORD(int soundId, const char* audioName, float x, float y, float z, const char* audioRef, BOOL isNetwork, int range, BOOL p8) // 0x8D8686B622B88120 0xCAD3E2D5 b323
All found occurrences in b617d, sorted alphabetically and identical lines removed: pastebin.com/eeFc5DiW

gtaforums.com/topic/795622-audio-for-mods

Full list of audio / sound names by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/soundNames.json

_0x7EC3C679D0E7E46B

void AUDIO::_0x7EC3C679D0E7E46B(Any p0, Any p1, Any p2, Any p3) // 0x7EC3C679D0E7E46B  b678

STOP_SOUND

void AUDIO::STOP_SOUND(int soundId) // 0xA3B0C41BA5CC0BB5 0xCD7F4030 b323

GET_NETWORK_ID_FROM_SOUND_ID

int AUDIO::GET_NETWORK_ID_FROM_SOUND_ID(int soundId) // 0x2DE3F0A134FFBC0D 0x2576F610 b323
Could this be used alongside either, 
SET_NETWORK_ID_EXISTS_ON_ALL_MACHINES or _SET_NETWORK_ID_SYNC_TO_PLAYER to make it so other players can hear the sound while online? It'd be a bit troll-fun to be able to play the Zancudo UFO creepy sounds globally.

GET_SOUND_ID_FROM_NETWORK_ID

int AUDIO::GET_SOUND_ID_FROM_NETWORK_ID(int netId) // 0x75262FD12D0A1C84 0xD064D4DC b323

SET_VARIABLE_ON_SOUND

void AUDIO::SET_VARIABLE_ON_SOUND(int soundId, Any* p1, float p2) // 0xAD6B3148A78AE9B6 0x606EE5FA b323

SET_VARIABLE_ON_STREAM

void AUDIO::SET_VARIABLE_ON_STREAM(const char* p0, float p1) // 0x2F9D3834AEB9EF79 0xF67BB44C b323
From the scripts, p0:

"ArmWrestlingIntensity",
"INOUT",
"Monkey_Stream",
"ZoomLevel"

OVERRIDE_UNDERWATER_STREAM

void AUDIO::OVERRIDE_UNDERWATER_STREAM(Any* p0, BOOL p1) // 0xF2A9CDABCEA04BD6 0x9A083B7E b323

SET_VARIABLE_ON_UNDER_WATER_STREAM

void AUDIO::SET_VARIABLE_ON_UNDER_WATER_STREAM(const char* variableName, float value) // 0x733ADF241531E5C2 0x62D026BE b323
AUDIO::SET_VARIABLE_ON_UNDER_WATER_STREAM("inTunnel", 1.0);
AUDIO::SET_VARIABLE_ON_UNDER_WATER_STREAM("inTunnel", 0.0);

HAS_SOUND_FINISHED

BOOL AUDIO::HAS_SOUND_FINISHED(int soundId) // 0xFCBDCE714A7C88E5 0xE85AEC2E b323

PLAY_PED_AMBIENT_SPEECH_NATIVE

void AUDIO::PLAY_PED_AMBIENT_SPEECH_NATIVE(Ped ped, const char* speechName, const char* speechParam, Any p3) // 0x8E04FEDD28D42462 0x5C57B85D b323
Plays ambient speech. See also _0x444180DB.

ped: The ped to play the ambient speech.
speechName: Name of the speech to play, eg. "GENERIC_HI".
speechParam: Can be one of the following:
SPEECH_PARAMS_STANDARD
SPEECH_PARAMS_ALLOW_REPEAT
SPEECH_PARAMS_BEAT
SPEECH_PARAMS_FORCE
SPEECH_PARAMS_FORCE_FRONTEND
SPEECH_PARAMS_FORCE_NO_REPEAT_FRONTEND
SPEECH_PARAMS_FORCE_NORMAL
SPEECH_PARAMS_FORCE_NORMAL_CLEAR
SPEECH_PARAMS_FORCE_NORMAL_CRITICAL
SPEECH_PARAMS_FORCE_SHOUTED
SPEECH_PARAMS_FORCE_SHOUTED_CLEAR
SPEECH_PARAMS_FORCE_SHOUTED_CRITICAL
SPEECH_PARAMS_FORCE_PRELOAD_ONLY
SPEECH_PARAMS_MEGAPHONE
SPEECH_PARAMS_HELI
SPEECH_PARAMS_FORCE_MEGAPHONE
SPEECH_PARAMS_FORCE_HELI
SPEECH_PARAMS_INTERRUPT
SPEECH_PARAMS_INTERRUPT_SHOUTED
SPEECH_PARAMS_INTERRUPT_SHOUTED_CLEAR
SPEECH_PARAMS_INTERRUPT_SHOUTED_CRITICAL
SPEECH_PARAMS_INTERRUPT_NO_FORCE
SPEECH_PARAMS_INTERRUPT_FRONTEND
SPEECH_PARAMS_INTERRUPT_NO_FORCE_FRONTEND
SPEECH_PARAMS_ADD_BLIP
SPEECH_PARAMS_ADD_BLIP_ALLOW_REPEAT
SPEECH_PARAMS_ADD_BLIP_FORCE
SPEECH_PARAMS_ADD_BLIP_SHOUTED
SPEECH_PARAMS_ADD_BLIP_SHOUTED_FORCE
SPEECH_PARAMS_ADD_BLIP_INTERRUPT
SPEECH_PARAMS_ADD_BLIP_INTERRUPT_FORCE
SPEECH_PARAMS_FORCE_PRELOAD_ONLY_SHOUTED
SPEECH_PARAMS_FORCE_PRELOAD_ONLY_SHOUTED_CLEAR
SPEECH_PARAMS_FORCE_PRELOAD_ONLY_SHOUTED_CRITICAL
SPEECH_PARAMS_SHOUTED
SPEECH_PARAMS_SHOUTED_CLEAR
SPEECH_PARAMS_SHOUTED_CRITICAL

Note: A list of Name and Parameters can be found here pastebin.com/1GZS5dCL

Full list of speeches and voices names by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/speeches.json

Old name: _PLAY_AMBIENT_SPEECH1

PLAY_PED_AMBIENT_SPEECH_AND_CLONE_NATIVE

void AUDIO::PLAY_PED_AMBIENT_SPEECH_AND_CLONE_NATIVE(Ped ped, const char* speechName, const char* speechParam, Any p3) // 0xC6941B4A3A8FBBB9 0x444180DB b323
Plays ambient speech. See also _0x5C57B85D.

See PLAY_PED_AMBIENT_SPEECH_NATIVE for parameter specifications.

Full list of speeches and voices names by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/speeches.json

PLAY_PED_AMBIENT_SPEECH_WITH_VOICE_NATIVE

void AUDIO::PLAY_PED_AMBIENT_SPEECH_WITH_VOICE_NATIVE(Ped ped, const char* speechName, const char* voiceName, const char* speechParam, BOOL p4) // 0x3523634255FC3318 0x8386AE28 b323
This is the same as PLAY_PED_AMBIENT_SPEECH_NATIVE and PLAY_PED_AMBIENT_SPEECH_AND_CLONE_NATIVE but it will allow you to play a speech file from a specific voice file. It works on players and all peds, even animals.

EX (C#):
GTA.Native.Function.Call(Hash._0x3523634255FC3318, Game.Player.Character, "GENERIC_INSULT_HIGH", "s_m_y_sheriff_01_white_full_01", "SPEECH_PARAMS_FORCE_SHOUTED", 0);

The first param is the ped you want to play it on, the second is the speech name, the third is the voice name, the fourth is the speech param, and the last param is usually always 0.

Full list of speeches and voices names by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/speeches.json

PLAY_AMBIENT_SPEECH_FROM_POSITION_NATIVE

void AUDIO::PLAY_AMBIENT_SPEECH_FROM_POSITION_NATIVE(const char* speechName, const char* voiceName, float x, float y, float z, const char* speechParam) // 0xED640017ED337E45 0xA1A1402E b323
Full list of speeches and voices names by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/speeches.json

OVERRIDE_TREVOR_RAGE

void AUDIO::OVERRIDE_TREVOR_RAGE(const char* voiceEffect) // 0x13AD665062541A7E 0x05B9B5CF b323
This native enables the audio flag "TrevorRageIsOverridden" and sets the voice effect to `voiceEffect`

RESET_TREVOR_RAGE

void AUDIO::RESET_TREVOR_RAGE() // 0xE78503B10C4314E0 0xE80CF0D4 b323

SET_PLAYER_ANGRY

void AUDIO::SET_PLAYER_ANGRY(Ped ped, BOOL toggle) // 0xEA241BB04110F091 0x782CA58D b323

PLAY_PAIN

void AUDIO::PLAY_PAIN(Ped ped, int painID, int p1, Any p3) // 0xBC9AE166038A5CEC 0x874BD6CB b323
Needs another parameter [int p2]. The signature is PED::PLAY_PAIN(Ped ped, int painID, int p1, int p2);

Last 2 parameters always seem to be 0.

EX: Function.Call(Hash.PLAY_PAIN, TestPed, 6, 0, 0);

Known Pain IDs
________________________

1 - Doesn't seem to do anything. Does NOT crash the game like previously said. (Latest patch)
6 - Scream (Short)
7 - Scared Scream (Kinda Long)
8 - On Fire

RELEASE_WEAPON_AUDIO

void AUDIO::RELEASE_WEAPON_AUDIO() // 0xCE4AC0439F607045 0x6096504C b323

ACTIVATE_AUDIO_SLOWMO_MODE

void AUDIO::ACTIVATE_AUDIO_SLOWMO_MODE(const char* p0) // 0xD01005D2BA2EB778 0x59A3A17D b323

DEACTIVATE_AUDIO_SLOWMO_MODE

void AUDIO::DEACTIVATE_AUDIO_SLOWMO_MODE(const char* p0) // 0xDDC635D5B3262C56 0x0E387BFE b323

SET_AMBIENT_VOICE_NAME

void AUDIO::SET_AMBIENT_VOICE_NAME(Ped ped, const char* name) // 0x6C8065A3B780185B 0xBD2EA1A1 b323
Audio List
gtaforums.com/topic/795622-audio-for-mods/

All found occurrences in b617d, sorted alphabetically and identical lines removed: pastebin.com/FTeAj4yZ

Yes

_SET_AMBIENT_VOICE_NAME_HASH

void AUDIO::_SET_AMBIENT_VOICE_NAME_HASH(Ped ped, Hash hash) // 0x9A53DED9921DE990  b463

_GET_AMBIENT_VOICE_NAME_HASH

Hash AUDIO::_GET_AMBIENT_VOICE_NAME_HASH(Ped ped) // 0x5E203DA2BA15D436  b463

_SET_PED_SCREAM

void AUDIO::_SET_PED_SCREAM(Ped ped) // 0x40CF0D12D142A9E8  b323
Assigns some ambient voice to the ped.

_0x1B7ABE26CBCBF8C7

void AUDIO::_0x1B7ABE26CBCBF8C7(Ped ped, Any p1, Any p2) // 0x1B7ABE26CBCBF8C7  b372

_SET_PED_VOICE_GROUP

void AUDIO::_SET_PED_VOICE_GROUP(Ped ped, Hash voiceGroupHash) // 0x7CDC8C3B89F661B3  b323
From the scripts:

AUDIO::_SET_PED_VOICE_GROUP(PLAYER::PLAYER_PED_ID(), MISC::GET_HASH_KEY("PAIGE_PVG"));
AUDIO::_SET_PED_VOICE_GROUP(PLAYER::PLAYER_PED_ID(), MISC::GET_HASH_KEY("TALINA_PVG"));
AUDIO::_SET_PED_VOICE_GROUP(PLAYER::PLAYER_PED_ID(), MISC::GET_HASH_KEY("FEMALE_LOST_BLACK_PVG"));
AUDIO::_SET_PED_VOICE_GROUP(PLAYER::PLAYER_PED_ID(), MISC::GET_HASH_KEY("FEMALE_LOST_WHITE_PVG"));

_SET_PED_AUDIO_GENDER

void AUDIO::_SET_PED_AUDIO_GENDER(Ped ped, BOOL p1) // 0xA5342D390CDA41D6  b323

STOP_CURRENT_PLAYING_SPEECH

void AUDIO::STOP_CURRENT_PLAYING_SPEECH(Ped ped) // 0x7A73D05A607734C7 0x5B7463F4 b323

STOP_CURRENT_PLAYING_AMBIENT_SPEECH

void AUDIO::STOP_CURRENT_PLAYING_AMBIENT_SPEECH(Ped ped) // 0xB8BEC0CA6F0EDB0F 0xBB8E64BF b323

IS_AMBIENT_SPEECH_PLAYING

BOOL AUDIO::IS_AMBIENT_SPEECH_PLAYING(Ped ped) // 0x9072C8B49907BFAD 0x1972E8AA b323

IS_SCRIPTED_SPEECH_PLAYING

BOOL AUDIO::IS_SCRIPTED_SPEECH_PLAYING(Any p0) // 0xCC9AA18DCC7084F4 0x2C653904 b323

IS_ANY_SPEECH_PLAYING

BOOL AUDIO::IS_ANY_SPEECH_PLAYING(Ped ped) // 0x729072355FA39EC9 0x2B74A6D6 b323

_0x30CA2EF91D15ADF8

Any AUDIO::_0x30CA2EF91D15ADF8() // 0x30CA2EF91D15ADF8  b2189

_CAN_PED_SPEAK

BOOL AUDIO::_CAN_PED_SPEAK(Ped ped, const char* speechName, BOOL unk) // 0x49B99BF3FDA89A7A 0x8BD5F11E b323
Checks if the ped can play the speech or has the speech file, last parameter is usually 0

DOES_C*

IS_PED_IN_CURRENT_CONVERSATION

BOOL AUDIO::IS_PED_IN_CURRENT_CONVERSATION(Ped ped) // 0x049E937F18F4020C 0x7B2F0743 b323

SET_PED_IS_DRUNK

void AUDIO::SET_PED_IS_DRUNK(Ped ped, BOOL toggle) // 0x95D2D383D5396B8A 0xD2EA77A3 b323
Sets the ped drunk sounds.  Only works with PLAYER_PED_ID

====================================================

As mentioned above, this only sets the drunk sound to ped/player.

To give the Ped a drunk effect with drunk walking animation try using SET_PED_MOVEMENT_CLIPSET

Below is an example

if (!Function.Call<bool>(Hash.HAS_ANIM_SET_LOADED, "move_m@drunk@verydrunk"))
                {
                    Function.Call(Hash.REQUEST_ANIM_SET, "move_m@drunk@verydrunk");
                }
                Function.Call(Hash.SET_PED_MOVEMENT_CLIPSET, Ped.Handle, "move_m@drunk@verydrunk", 0x3E800000);



And to stop the effect use
RESET_PED_MOVEMENT_CLIPSET

PLAY_ANIMAL_VOCALIZATION

void AUDIO::PLAY_ANIMAL_VOCALIZATION(Ped pedHandle, int p1, const char* speechName) // 0xEE066C7006C49C0A 0x498849F3 b323
Plays sounds from a ped with chop model. For example it used to play bark or sniff sounds. p1 is always 3 or 4294967295 in decompiled scripts. By a quick disassembling I can assume that this arg is unused.
This native is works only when you call it on the ped with right model (ac_chop only ?)
Speech Name can be: CHOP_SNIFF_SEQ CHOP_WHINE CHOP_LICKS_MOUTH CHOP_PANT bark GROWL SNARL BARK_SEQ

IS_ANIMAL_VOCALIZATION_PLAYING

BOOL AUDIO::IS_ANIMAL_VOCALIZATION_PLAYING(Ped pedHandle) // 0xC265DF9FB44A9FBD 0x0CBAF2EF b323

SET_ANIMAL_MOOD

void AUDIO::SET_ANIMAL_MOOD(Ped animal, int mood) // 0xCC97B29285B1DC3B 0x3EA7C6CB b323
mood can be 0 or 1 (it's not a boolean value!). Effects audio of the animal.

IS_MOBILE_PHONE_RADIO_ACTIVE

BOOL AUDIO::IS_MOBILE_PHONE_RADIO_ACTIVE() // 0xB35CE999E8EF317E 0x6E502A5B b323

SET_MOBILE_PHONE_RADIO_STATE

void AUDIO::SET_MOBILE_PHONE_RADIO_STATE(BOOL state) // 0xBF286C554784F3DF 0xE1E0ED34 b323

GET_PLAYER_RADIO_STATION_INDEX

int AUDIO::GET_PLAYER_RADIO_STATION_INDEX() // 0xE8AF77C4C06ADC93 0x1C4946AC b323
Returns 255 (radio off index) if the function fails.

GET_PLAYER_RADIO_STATION_NAME

const char* AUDIO::GET_PLAYER_RADIO_STATION_NAME() // 0xF6D733C32076AD03 0xD909C107 b323
Returns active radio station name

GET_RADIO_STATION_NAME

const char* AUDIO::GET_RADIO_STATION_NAME(int radioStation) // 0xB28ECA15046CA8B9 0x3DF493BC b323
Returns String with radio station name.

GET_PLAYER_RADIO_STATION_GENRE

int AUDIO::GET_PLAYER_RADIO_STATION_GENRE() // 0xA571991A7FE6CCEB 0x872CF0EA b323

IS_RADIO_RETUNING

BOOL AUDIO::IS_RADIO_RETUNING() // 0xA151A7394A214E65 0xCF29097B b323

IS_RADIO_FADED_OUT

BOOL AUDIO::IS_RADIO_FADED_OUT() // 0x0626A247D2405330 0x815CAE99 b323

_0xFF266D1D0EB1195D

void AUDIO::_0xFF266D1D0EB1195D() // 0xFF266D1D0EB1195D 0x53DB6994 b323
Tune Forward... ?

SET_RADIO_*

_0xDD6BCF9E94425DF9

void AUDIO::_0xDD6BCF9E94425DF9() // 0xDD6BCF9E94425DF9 0xD70ECC80 b323
Tune Backwards... ?

SET_RADIO_*

SET_RADIO_TO_STATION_NAME

void AUDIO::SET_RADIO_TO_STATION_NAME(const char* stationName) // 0xC69EDA28699D5107 0x7B36E35E b323
For a full list, see here: pastebin.com/Kj9t38KF

SET_VEH_RADIO_STATION

void AUDIO::SET_VEH_RADIO_STATION(Vehicle vehicle, const char* radioStation) // 0x1B9C0099CB942AC6 0xE391F55F b323
For a full list, see here: pastebin.com/Kj9t38KF

_0x0BE4BE946463F917

BOOL AUDIO::_0x0BE4BE946463F917(Vehicle vehicle) // 0x0BE4BE946463F917  b505
IS_VEHICLE_*

_0xC1805D05E6D4FE10

void AUDIO::_0xC1805D05E6D4FE10(Vehicle vehicle) // 0xC1805D05E6D4FE10 0x7ABB89D2 b323
SET_VEH*

SET_EMITTER_RADIO_STATION

void AUDIO::SET_EMITTER_RADIO_STATION(const char* emitterName, const char* radioStation) // 0xACF57305B12AF907 0x87431585 b323
Full list of static emitters by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/staticEmitters.json

SET_STATIC_EMITTER_ENABLED

void AUDIO::SET_STATIC_EMITTER_ENABLED(const char* emitterName, BOOL toggle) // 0x399D2D3B33F1B8EB 0x91F72E92 b323
Example:
AUDIO::SET_STATIC_EMITTER_ENABLED((Any*)"LOS_SANTOS_VANILLA_UNICORN_01_STAGE", false);    AUDIO::SET_STATIC_EMITTER_ENABLED((Any*)"LOS_SANTOS_VANILLA_UNICORN_02_MAIN_ROOM", false);    AUDIO::SET_STATIC_EMITTER_ENABLED((Any*)"LOS_SANTOS_VANILLA_UNICORN_03_BACK_ROOM", false);

This turns off surrounding sounds not connected directly to peds.

Full list of static emitters by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/staticEmitters.json
void AUDIO::_LINK_STATIC_EMITTER_TO_ENTITY(const char* emitterName, Entity entity) // 0x651D3228960D08AF  b505
L* (LINK_*?)

Full list of static emitters by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/staticEmitters.json

SET_RADIO_TO_STATION_INDEX

void AUDIO::SET_RADIO_TO_STATION_INDEX(int radioStation) // 0xA619B168B8A8570F 0x1D82766D b323
Sets radio station by index.

SET_FRONTEND_RADIO_ACTIVE

void AUDIO::SET_FRONTEND_RADIO_ACTIVE(BOOL active) // 0xF7F26C6E9CC9EBB8 0xB1172075 b323

UNLOCK_MISSION_NEWS_STORY

void AUDIO::UNLOCK_MISSION_NEWS_STORY(int newsStory) // 0xB165AB7C248B2DC1 0xCCD9ABE4 b323
I see this as a native that would of been used back in GTA III when you finally unlocked the bridge to the next island and such.

IS_MISSION_NEWS_STORY_UNLOCKED

BOOL AUDIO::IS_MISSION_NEWS_STORY_UNLOCKED(int newsStory) // 0x66E49BF55B4B1874 0x27305D37 b323

GET_AUDIBLE_MUSIC_TRACK_TEXT_ID

int AUDIO::GET_AUDIBLE_MUSIC_TRACK_TEXT_ID() // 0x50B196FC9ED6545B 0xA2B88CA7 b323

PLAY_END_CREDITS_MUSIC

void AUDIO::PLAY_END_CREDITS_MUSIC(BOOL play) // 0xCD536C4D33DCC900 0x8E88B3CC b323

SKIP_RADIO_FORWARD

void AUDIO::SKIP_RADIO_FORWARD() // 0x6DDBBDD98E2E9C25 0x10D36630 b323

FREEZE_RADIO_STATION

void AUDIO::FREEZE_RADIO_STATION(const char* radioStation) // 0x344F393B027E38C3 0x286BF543 b323

UNFREEZE_RADIO_STATION

void AUDIO::UNFREEZE_RADIO_STATION(const char* radioStation) // 0xFC00454CF60B91DD 0x4D46202C b323

SET_RADIO_AUTO_UNFREEZE

void AUDIO::SET_RADIO_AUTO_UNFREEZE(BOOL toggle) // 0xC1AA9F53CE982990 0xA40196BF b323

SET_INITIAL_PLAYER_STATION

void AUDIO::SET_INITIAL_PLAYER_STATION(const char* radioStation) // 0x88795F13FACDA88D 0x9B069233 b323

SET_USER_RADIO_CONTROL_ENABLED

void AUDIO::SET_USER_RADIO_CONTROL_ENABLED(BOOL toggle) // 0x19F21E63AE6EAE4E 0x52E054CE b323

SET_RADIO_TRACK

void AUDIO::SET_RADIO_TRACK(const char* radioStation, const char* radioTrack) // 0xB39786F201FEE30B 0x76E96212 b323
Only found this one in the decompiled scripts:

AUDIO::SET_RADIO_TRACK("RADIO_03_HIPHOP_NEW", "ARM1_RADIO_STARTS");

_SET_RADIO_TRACK_MIX

void AUDIO::_SET_RADIO_TRACK_MIX(const char* radioStationName, const char* mixName, int p2) // 0x2CB0075110BE1E56  b1493

_0x55ECF4D13D9903B0

void AUDIO::_0x55ECF4D13D9903B0(Any p0, Any p1, Any p2, Any p3) // 0x55ECF4D13D9903B0  b1868

SET_VEHICLE_RADIO_LOUD

void AUDIO::SET_VEHICLE_RADIO_LOUD(Vehicle vehicle, BOOL toggle) // 0xBB6F1CAEC68B0BCE 0x8D9EDD99 b323

_IS_VEHICLE_RADIO_LOUD

BOOL AUDIO::_IS_VEHICLE_RADIO_LOUD(Vehicle vehicle) // 0x032A116663A4D5AC 0xCBA99F4A b323

SET_MOBILE_RADIO_ENABLED_DURING_GAMEPLAY

void AUDIO::SET_MOBILE_RADIO_ENABLED_DURING_GAMEPLAY(BOOL toggle) // 0x1098355A16064BB3 0x990085F0 b323

DOES_PLAYER_VEH_HAVE_RADIO

BOOL AUDIO::DOES_PLAYER_VEH_HAVE_RADIO() // 0x109697E2FFBAC8A1 0x46B0C696 b323

IS_PLAYER_VEH_RADIO_ENABLE

BOOL AUDIO::IS_PLAYER_VEH_RADIO_ENABLE() // 0x5F43D83FD6738741 0x2A3E5E8B b323

SET_VEHICLE_RADIO_ENABLED

void AUDIO::SET_VEHICLE_RADIO_ENABLED(Vehicle vehicle, BOOL toggle) // 0x3B988190C0AA6C0B 0x6F812CAB b323
can't seem to enable radio on cop cars etc

_0xDA07819E452FFE8F

void AUDIO::_0xDA07819E452FFE8F(Any p0) // 0xDA07819E452FFE8F  b505

SET_CUSTOM_RADIO_TRACK_LIST

void AUDIO::SET_CUSTOM_RADIO_TRACK_LIST(const char* radioStation, const char* trackListName, BOOL p2) // 0x4E404A9361F75BB2 0x128C3873 b323
Examples:

AUDIO::SET_CUSTOM_RADIO_TRACK_LIST("RADIO_01_CLASS_ROCK", "END_CREDITS_KILL_MICHAEL", 1);
AUDIO::SET_CUSTOM_RADIO_TRACK_LIST("RADIO_01_CLASS_ROCK", "END_CREDITS_KILL_MICHAEL", 1);
AUDIO::SET_CUSTOM_RADIO_TRACK_LIST("RADIO_01_CLASS_ROCK", "END_CREDITS_KILL_TREVOR", 1);
AUDIO::SET_CUSTOM_RADIO_TRACK_LIST("RADIO_01_CLASS_ROCK", "END_CREDITS_SAVE_MICHAEL_TREVOR", 1);
AUDIO::SET_CUSTOM_RADIO_TRACK_LIST("RADIO_01_CLASS_ROCK", "OFF_ROAD_RADIO_ROCK_LIST", 1);
AUDIO::SET_CUSTOM_RADIO_TRACK_LIST("RADIO_06_COUNTRY", "MAGDEMO2_RADIO_DINGHY", 1);
AUDIO::SET_CUSTOM_RADIO_TRACK_LIST("RADIO_16_SILVERLAKE", "SEA_RACE_RADIO_PLAYLIST", 1);
AUDIO::SET_CUSTOM_RADIO_TRACK_LIST("RADIO_01_CLASS_ROCK", "OFF_ROAD_RADIO_ROCK_LIST", 1);

CLEAR_CUSTOM_RADIO_TRACK_LIST

void AUDIO::CLEAR_CUSTOM_RADIO_TRACK_LIST(const char* radioStation) // 0x1654F24A88A8E3FE 0x1D766976 b323
3 calls in the b617d scripts, removed duplicate.

AUDIO::CLEAR_CUSTOM_RADIO_TRACK_LIST("RADIO_16_SILVERLAKE");
AUDIO::CLEAR_CUSTOM_RADIO_TRACK_LIST("RADIO_01_CLASS_ROCK");

GET_NUM_UNLOCKED_RADIO_STATIONS

int AUDIO::GET_NUM_UNLOCKED_RADIO_STATIONS() // 0xF1620ECB50E01DE7 0xCC91FCF5 b323

FIND_RADIO_STATION_INDEX

int AUDIO::FIND_RADIO_STATION_INDEX(int station) // 0x8D67489793FF428B 0xECA1512F b323

SET_RADIO_STATION_MUSIC_ONLY

void AUDIO::SET_RADIO_STATION_MUSIC_ONLY(const char* radioStation, BOOL toggle) // 0x774BD811F656A122 0xB1FF7137 b323
6 calls in the b617d scripts, removed identical lines:

AUDIO::SET_RADIO_STATION_MUSIC_ONLY("RADIO_01_CLASS_ROCK", 1);
AUDIO::SET_RADIO_STATION_MUSIC_ONLY(AUDIO::GET_RADIO_STATION_NAME(10), 0);
AUDIO::SET_RADIO_STATION_MUSIC_ONLY(AUDIO::GET_RADIO_STATION_NAME(10), 1);

SET_RADIO_FRONTEND_FADE_TIME

void AUDIO::SET_RADIO_FRONTEND_FADE_TIME(float fadeTime) // 0x2C96CDB04FCA358E 0xC8B514E2 b323

UNLOCK_RADIO_STATION_TRACK_LIST

void AUDIO::UNLOCK_RADIO_STATION_TRACK_LIST(const char* radioStation, const char* trackListName) // 0x031ACB6ABA18C729 0xBE998184 b323
AUDIO::UNLOCK_RADIO_STATION_TRACK_LIST("RADIO_16_SILVERLAKE", "MIRRORPARK_LOCKED");

_UPDATE_LSUR

void AUDIO::_UPDATE_LSUR(BOOL enableMixes) // 0x47AED84213A47510  b1493
Just a nullsub (i.e. does absolutely nothing) since build 1604.

_LOCK_RADIO_STATION

void AUDIO::_LOCK_RADIO_STATION(const char* radioStationName, BOOL toggle) // 0x477D9DB48F889591  b1493
Disables the radio station (hides it from the radio wheel).

_0xC64A06D939F826F5

BOOL AUDIO::_0xC64A06D939F826F5(float* p0, float* p1, int* p2) // 0xC64A06D939F826F5  b1493
GET_NE*
Gets values from the radio?

_GET_CURRENT_RADIO_STATION_HASH

int AUDIO::_GET_CURRENT_RADIO_STATION_HASH(const char* radioStationName) // 0x3E65CDE5215832C1  b1493
GET_CURRENT_*
Seems to return hashed radio station name?

_0x34D66BC058019CE0

Hash AUDIO::_0x34D66BC058019CE0(const char* radioStationName) // 0x34D66BC058019CE0  b1493
GET_CURRENT_*

_0xF3365489E0DD50F9

void AUDIO::_0xF3365489E0DD50F9(Vehicle vehicle, BOOL toggle) // 0xF3365489E0DD50F9 0x8AFC488D b323
SET_VEHICLE_*

SET_AMBIENT_ZONE_STATE

void AUDIO::SET_AMBIENT_ZONE_STATE(const char* zoneName, BOOL p1, BOOL p2) // 0xBDA07E5950085E46 0x2849CAC9 b323
Full list of ambient zones by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/ambientZones.json

CLEAR_AMBIENT_ZONE_STATE

void AUDIO::CLEAR_AMBIENT_ZONE_STATE(const char* zoneName, BOOL p1) // 0x218DD44AAAC964FF 0xCDFF3C82 b323
This function also has a p2, unknown. Signature AUDIO::CLEAR_AMBIENT_ZONE_STATE(const char* zoneName, bool p1, Any p2);

Still needs more research.

Full list of ambient zones by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/ambientZones.json

SET_AMBIENT_ZONE_LIST_STATE

void AUDIO::SET_AMBIENT_ZONE_LIST_STATE(Any* p0, BOOL p1, BOOL p2) // 0x9748FA4DE50CCE3E 0xBF80B412 b323

CLEAR_AMBIENT_ZONE_LIST_STATE

void AUDIO::CLEAR_AMBIENT_ZONE_LIST_STATE(Any* p0, BOOL p1) // 0x120C48C614909FA4 0x38B9B8D4 b323

SET_AMBIENT_ZONE_STATE_PERSISTENT

void AUDIO::SET_AMBIENT_ZONE_STATE_PERSISTENT(const char* ambientZone, BOOL p1, BOOL p2) // 0x1D6650420CEC9D3B 0xC1FFB672 b323
Full list of ambient zones by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/ambientZones.json

SET_AMBIENT_ZONE_LIST_STATE_PERSISTENT

void AUDIO::SET_AMBIENT_ZONE_LIST_STATE_PERSISTENT(const char* ambientZone, BOOL p1, BOOL p2) // 0xF3638DAE8C4045E1 0x5F5A2605 b323
Full list of ambient zones by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/ambientZones.json

IS_AMBIENT_ZONE_ENABLED

BOOL AUDIO::IS_AMBIENT_ZONE_ENABLED(const char* ambientZone) // 0x01E2817A479A7F9B 0xBFABD872 b323
Full list of ambient zones by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/ambientZones.json

_0x5D2BFAAB8D956E0E

void AUDIO::_0x5D2BFAAB8D956E0E() // 0x5D2BFAAB8D956E0E  b573

SET_CUTSCENE_AUDIO_OVERRIDE

void AUDIO::SET_CUTSCENE_AUDIO_OVERRIDE(const char* name) // 0x3B4BF5F0859204D9 0xCE1332B7 b323
All occurrences found in b617d, sorted alphabetically and identical lines removed: 

AUDIO::SET_CUTSCENE_AUDIO_OVERRIDE("_AK");
AUDIO::SET_CUTSCENE_AUDIO_OVERRIDE("_CUSTOM");
AUDIO::SET_CUTSCENE_AUDIO_OVERRIDE("_TOOTHLESS");

_SET_VARIABLE_ON_CUTSCENE_AUDIO

void AUDIO::_SET_VARIABLE_ON_CUTSCENE_AUDIO(const char* variableName, float value) // 0xBCC29F935ED07688 0xD63CF33A b323
SET_VARIABLE_ON_*

PLAY_POLICE_REPORT

int AUDIO::PLAY_POLICE_REPORT(const char* name, float p1) // 0xDFEBD56D9BD1EB16 0x3F277B62 b323
Plays the given police radio message.

All found occurrences in b617d, sorted alphabetically and identical lines removed: pastebin.com/GBnsQ5hr

_CANCEL_CURRENT_POLICE_REPORT

void AUDIO::_CANCEL_CURRENT_POLICE_REPORT() // 0xB4F90FAF7670B16F  b323

BLIP_SIREN

void AUDIO::BLIP_SIREN(Vehicle vehicle) // 0x1B9025BDA76822B6 0xC0EB6924 b323
Plays the siren sound of a vehicle which is otherwise activated when fastly double-pressing the horn key.
Only works on vehicles with a police siren.

OVERRIDE_VEH_HORN

void AUDIO::OVERRIDE_VEH_HORN(Vehicle vehicle, BOOL override, int hornHash) // 0x3CDC1E622CCE0356 0x2ACAB783 b323
Overrides the vehicle's horn hash.
When changing this hash on a vehicle, it will not return the 'overwritten' hash. It will still always return the default horn hash (same as GET_VEHICLE_DEFAULT_HORN)

vehicle - the vehicle whose horn should be overwritten
mute - p1 seems to be an option for muting the horn
p2 - maybe a horn id, since the function AUDIO::GET_VEHICLE_DEFAULT_HORN(veh) exists?

IS_HORN_ACTIVE

BOOL AUDIO::IS_HORN_ACTIVE(Vehicle vehicle) // 0x9D6BFC12B05C6121 0x20E2BDD0 b323
Checks whether the horn of a vehicle is currently played.

SET_AGGRESSIVE_HORNS

void AUDIO::SET_AGGRESSIVE_HORNS(BOOL toggle) // 0x395BF71085D1B1D9 0x01D6EABE b323
Makes pedestrians sound their horn longer, faster and more agressive when they use their horn.

_0x02E93C796ABD3A97

void AUDIO::_0x02E93C796ABD3A97(BOOL p0) // 0x02E93C796ABD3A97 0x3C395AEE b323
Does nothing (it's a nullsub).

_0x58BB377BEC7CD5F4

void AUDIO::_0x58BB377BEC7CD5F4(BOOL p0, BOOL p1) // 0x58BB377BEC7CD5F4 0x8CE63FA1 b323

_0x9BD7BD55E4533183

void AUDIO::_0x9BD7BD55E4533183(Any p0, Any p1, Any p2) // 0x9BD7BD55E4533183  b1290

IS_STREAM_PLAYING

BOOL AUDIO::IS_STREAM_PLAYING() // 0xD11FA52EB849D978 0xF1F51A14 b323

GET_STREAM_PLAY_TIME

int AUDIO::GET_STREAM_PLAY_TIME() // 0x4E72BBDBCA58A3DB 0xB4F0AD56 b323

LOAD_STREAM

BOOL AUDIO::LOAD_STREAM(const char* streamName, const char* soundSet) // 0x1F1F957154EC51DF 0x0D89599D b323
Example:
AUDIO::LOAD_STREAM("CAR_STEAL_1_PASSBY", "CAR_STEAL_1_SOUNDSET");

All found occurrences in the b678d decompiled scripts: pastebin.com/3rma6w5w

Stream names often ends with "_MASTER", "_SMALL" or "_STREAM". Also "_IN", "_OUT" and numbers.   

soundSet is often set to 0 in the scripts. These are common to end the soundSets: "_SOUNDS", "_SOUNDSET" and numbers.

Full list of audio / sound names by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/soundNames.json

LOAD_STREAM_WITH_START_OFFSET

BOOL AUDIO::LOAD_STREAM_WITH_START_OFFSET(const char* streamName, int startOffset, const char* soundSet) // 0x59C16B79F53B3712 0xE5B5745C b323
Example:
AUDIO::LOAD_STREAM_WITH_START_OFFSET("STASH_TOXIN_STREAM", 2400, "FBI_05_SOUNDS");

Only called a few times in the scripts.

Full list of audio / sound names by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/soundNames.json

PLAY_STREAM_FROM_PED

void AUDIO::PLAY_STREAM_FROM_PED(Ped ped) // 0x89049DD63C08B5D1 0xA1D7FABE b323

PLAY_STREAM_FROM_VEHICLE

void AUDIO::PLAY_STREAM_FROM_VEHICLE(Vehicle vehicle) // 0xB70374A758007DFA 0xF8E4BDA2 b323

PLAY_STREAM_FROM_OBJECT

void AUDIO::PLAY_STREAM_FROM_OBJECT(Object object) // 0xEBAA9B64D76356FD 0xC5266BF7 b323
Used with AUDIO::LOAD_STREAM

Example from finale_heist2b.c4:
TASK::TASK_SYNCHRONIZED_SCENE(l_4C8[2/*14*/], l_4C8[2/*14*/]._f7, l_30A, "push_out_vault_l", 4.0, -1.5, 5, 713, 4.0, 0);
                    PED::SET_SYNCHRONIZED_SCENE_PHASE(l_4C8[2/*14*/]._f7, 0.0);
                    PED::_2208438012482A1A(l_4C8[2/*14*/], 0, 0);
                    PED::SET_PED_COMBAT_ATTRIBUTES(l_4C8[2/*14*/], 38, 1);
                    PED::SET_BLOCKING_OF_NON_TEMPORARY_EVENTS(l_4C8[2/*14*/], 1);
                    if (AUDIO::LOAD_STREAM("Gold_Cart_Push_Anim_01", "BIG_SCORE_3B_SOUNDS")) {
                        AUDIO::PLAY_STREAM_FROM_OBJECT(l_36F[0/*1*/]);
                    }

PLAY_STREAM_FRONTEND

void AUDIO::PLAY_STREAM_FRONTEND() // 0x58FCE43488F9F5F4 0x2C2A16BC b323

PLAY_STREAM_FROM_POSITION

void AUDIO::PLAY_STREAM_FROM_POSITION(float x, float y, float z) // 0x21442F412E8DE56B 0x6FE5D865 b323

STOP_STREAM

void AUDIO::STOP_STREAM() // 0xA4718A1419D18151 0xD1E364DE b323

STOP_PED_SPEAKING

void AUDIO::STOP_PED_SPEAKING(Ped ped, BOOL shaking) // 0x9D64D7405520E3D3 0xFF92B49D b323

_0xF8AD2EED7C47E8FE

void AUDIO::_0xF8AD2EED7C47E8FE(Ped ped, BOOL p1, BOOL p2) // 0xF8AD2EED7C47E8FE  b1734
BL*

_0xAB6781A5F3101470

void AUDIO::_0xAB6781A5F3101470(Any p0, Any p1) // 0xAB6781A5F3101470  b1868

DISABLE_PED_PAIN_AUDIO

void AUDIO::DISABLE_PED_PAIN_AUDIO(Ped ped, BOOL toggle) // 0xA9A41C1E940FB0E8 0x3B8E2D5F b323

IS_AMBIENT_SPEECH_DISABLED

BOOL AUDIO::IS_AMBIENT_SPEECH_DISABLED(Ped ped) // 0x932C2D096A2C3FFF 0x109D1F89 b323
Common in the scripts:
AUDIO::IS_AMBIENT_SPEECH_DISABLED(PLAYER::PLAYER_PED_ID());

_0xA8A7D434AFB4B97B

void AUDIO::_0xA8A7D434AFB4B97B(const char* p0, int p1) // 0xA8A7D434AFB4B97B  b1493

_0x2ACABED337622DF2

void AUDIO::_0x2ACABED337622DF2(const char* p0) // 0x2ACABED337622DF2  b1493

SET_SIREN_WITH_NO_DRIVER

void AUDIO::SET_SIREN_WITH_NO_DRIVER(Vehicle vehicle, BOOL toggle) // 0x1FEF0683B96EBCF2 0x77182D58 b323

_TRIGGER_SIREN

void AUDIO::_TRIGGER_SIREN(Vehicle vehicle) // 0x66C3FB05206041BA  b1290

_SOUND_VEHICLE_HORN_THIS_FRAME

void AUDIO::_SOUND_VEHICLE_HORN_THIS_FRAME(Vehicle vehicle) // 0x9C11908013EA4715 0xDE8BA3CD b323
SET_*

SET_HORN_ENABLED

void AUDIO::SET_HORN_ENABLED(Vehicle vehicle, BOOL toggle) // 0x76D683C108594D0E 0x6EB92D05 b323

SET_AUDIO_VEHICLE_PRIORITY

void AUDIO::SET_AUDIO_VEHICLE_PRIORITY(Vehicle vehicle, Any p1) // 0xE5564483E407F914 0x271A9766 b323

_0x9D3AF56E94C9AE98

void AUDIO::_0x9D3AF56E94C9AE98(Vehicle vehicle, float p1) // 0x9D3AF56E94C9AE98 0x2F0A16D1 b323
SET_H*

USE_SIREN_AS_HORN

void AUDIO::USE_SIREN_AS_HORN(Vehicle vehicle, BOOL toggle) // 0xFA932DE350266EF8 0xC6BC16F3 b323

_FORCE_VEHICLE_ENGINE_AUDIO

void AUDIO::_FORCE_VEHICLE_ENGINE_AUDIO(Vehicle vehicle, const char* audioName) // 0x4F0C413926060B38 0x33B0B007 b323
This native sets the audio of the specified vehicle to the audioName (p1).

Use the audioNameHash found in vehicles.meta

Example:
_SET_VEHICLE_AUDIO(veh, "ADDER");
The selected vehicle will now have the audio of the Adder.

FORCE_VEHICLE_???

_PRELOAD_VEHICLE_AUDIO

void AUDIO::_PRELOAD_VEHICLE_AUDIO(Hash vehicleModel) // 0xCA4CEA6AE0000A7E  b1180

_0xF1F8157B8C3F171C

void AUDIO::_0xF1F8157B8C3F171C(Vehicle vehicle, const char* p1, const char* p2) // 0xF1F8157B8C3F171C 0x1C0C5E4C b323
2 calls found in the b617d scripts:

AUDIO::_F1F8157B8C3F171C(l_A42, "Franklin_Bike_Rev", "BIG_SCORE_3A_SOUNDS");
AUDIO::_F1F8157B8C3F171C(l_166, "Trevor_Revs_Off", "PALETO_SCORE_SETUP_SOUNDS");

_0xD2DCCD8E16E20997

void AUDIO::_0xD2DCCD8E16E20997(Any p0) // 0xD2DCCD8E16E20997  b323

_0x5DB8010EE71FDEF2

BOOL AUDIO::_0x5DB8010EE71FDEF2(Vehicle vehicle) // 0x5DB8010EE71FDEF2 0x6E660D3F b323

SET_VEHICLE_AUDIO_ENGINE_DAMAGE_FACTOR

void AUDIO::SET_VEHICLE_AUDIO_ENGINE_DAMAGE_FACTOR(Vehicle vehicle, float damageFactor) // 0x59E7B488451F4D3A 0x23BE6432 b323

SET_VEHICLE_AUDIO_BODY_DAMAGE_FACTOR

void AUDIO::SET_VEHICLE_AUDIO_BODY_DAMAGE_FACTOR(Vehicle vehicle, float p1) // 0x01BB4D577D38BD9E 0xE81FAC68 b323

_0x1C073274E065C6D2

void AUDIO::_0x1C073274E065C6D2(Vehicle vehicle, BOOL toggle) // 0x1C073274E065C6D2 0x9365E042 b323
ENABLE_VEHICLE_*

ENABLE_VEHICLE_EXHAUST_POPS

void AUDIO::ENABLE_VEHICLE_EXHAUST_POPS(Vehicle vehicle, BOOL toggle) // 0x2BE4BC731D039D5A 0x2A60A90E b323

SET_VEHICLE_BOOST_ACTIVE

void AUDIO::SET_VEHICLE_BOOST_ACTIVE(Vehicle vehicle, BOOL toggle) // 0x4A04DE7CAB2739A1 0x072F15F2 b323
SET_VEHICLE_BOOST_ACTIVE(vehicle, 1, 0);
SET_VEHICLE_BOOST_ACTIVE(vehicle, 0, 0); 

Will give a boost-soundeffect.

_0x6FDDAD856E36988A

void AUDIO::_0x6FDDAD856E36988A(Vehicle vehicle, BOOL toggle) // 0x6FDDAD856E36988A 0x934BE749 b323
SET_P*

SET_SCRIPT_UPDATE_DOOR_AUDIO

void AUDIO::SET_SCRIPT_UPDATE_DOOR_AUDIO(Hash doorHash, BOOL toggle) // 0x06C0023BED16DD6B 0xE61110A2 b323

PLAY_VEHICLE_DOOR_OPEN_SOUND

void AUDIO::PLAY_VEHICLE_DOOR_OPEN_SOUND(Vehicle vehicle, int doorIndex) // 0x3A539D52857EA82D 0x84930330 b323

PLAY_VEHICLE_DOOR_CLOSE_SOUND

void AUDIO::PLAY_VEHICLE_DOOR_CLOSE_SOUND(Vehicle vehicle, int doorIndex) // 0x62A456AA4769EF34 0xBA2CF407 b323

ENABLE_STALL_WARNING_SOUNDS

void AUDIO::ENABLE_STALL_WARNING_SOUNDS(Vehicle vehicle, BOOL toggle) // 0xC15907D667F7CFB2 0x563B635D b323
Works for planes only.

IS_GAME_IN_CONTROL_OF_MUSIC

BOOL AUDIO::IS_GAME_IN_CONTROL_OF_MUSIC() // 0x6D28DC1671E334FD 0x7643170D b323
Hardcoded to return 1

SET_GPS_ACTIVE

void AUDIO::SET_GPS_ACTIVE(BOOL active) // 0x3BD3F52BA9B1E4E8 0x0FC3379A b323

PLAY_MISSION_COMPLETE_AUDIO

void AUDIO::PLAY_MISSION_COMPLETE_AUDIO(const char* audioName) // 0xB138AAB8A70D3C69 0x3033EA1D b323
Called 38 times in the scripts. There are 5 different audioNames used.
 One unknown removed below.

AUDIO::PLAY_MISSION_COMPLETE_AUDIO("DEAD");
AUDIO::PLAY_MISSION_COMPLETE_AUDIO("FRANKLIN_BIG_01");
AUDIO::PLAY_MISSION_COMPLETE_AUDIO("GENERIC_FAILED");
AUDIO::PLAY_MISSION_COMPLETE_AUDIO("TREVOR_SMALL_01");

IS_MISSION_COMPLETE_PLAYING

BOOL AUDIO::IS_MISSION_COMPLETE_PLAYING() // 0x19A30C23F5827F8A 0x939982A1 b323

IS_MISSION_COMPLETE_READY_FOR_UI

BOOL AUDIO::IS_MISSION_COMPLETE_READY_FOR_UI() // 0x6F259F82D873B8B8 0xCBE09AEC b323

BLOCK_DEATH_JINGLE

void AUDIO::BLOCK_DEATH_JINGLE(BOOL toggle) // 0xF154B8D1775B2DEC 0xD2858D8A b323

START_AUDIO_SCENE

BOOL AUDIO::START_AUDIO_SCENE(const char* scene) // 0x013A80FC08F6E4F2 0xE48D757B b323
Used to prepare a scene where the surrounding sound is muted or a bit changed. This does not play any sound.

List of all usable scene names found in b617d. Sorted alphabetically and identical names removed: pastebin.com/MtM9N9CC

STOP_AUDIO_SCENE

void AUDIO::STOP_AUDIO_SCENE(const char* scene) // 0xDFE8422B3B94E688 0xA08D8C58 b323

STOP_AUDIO_SCENES

void AUDIO::STOP_AUDIO_SCENES() // 0xBAC7FC81A75EC1A1 0xF6C7342A b323
??

IS_AUDIO_SCENE_ACTIVE

BOOL AUDIO::IS_AUDIO_SCENE_ACTIVE(const char* scene) // 0xB65B60556E2A9225 0xACBED05C b323

SET_AUDIO_SCENE_VARIABLE

void AUDIO::SET_AUDIO_SCENE_VARIABLE(const char* scene, const char* variable, float value) // 0xEF21A9EF089A2668 0x19BB3CE8 b323

SET_AUDIO_SCRIPT_CLEANUP_TIME

void AUDIO::SET_AUDIO_SCRIPT_CLEANUP_TIME(int time) // 0xA5F377B175A699C5 0xE812925D b323

ADD_ENTITY_TO_AUDIO_MIX_GROUP

void AUDIO::ADD_ENTITY_TO_AUDIO_MIX_GROUP(Entity entity, const char* groupName, float p2) // 0x153973AB99FE8980 0x2BC93264 b323
All found occurrences in b678d:
pastebin.com/ceu67jz8

REMOVE_ENTITY_FROM_AUDIO_MIX_GROUP

void AUDIO::REMOVE_ENTITY_FROM_AUDIO_MIX_GROUP(Entity entity, float p1) // 0x18EB48CFC41F2EA0 0x308ED0EC b323

AUDIO_IS_SCRIPTED_MUSIC_PLAYING

BOOL AUDIO::AUDIO_IS_SCRIPTED_MUSIC_PLAYING() // 0x845FFC3A4FEEFA3E 0x86E995D1 b323

_0x2DD39BF3E2F9C47F

Any AUDIO::_0x2DD39BF3E2F9C47F() // 0x2DD39BF3E2F9C47F  b463

PREPARE_MUSIC_EVENT

BOOL AUDIO::PREPARE_MUSIC_EVENT(const char* eventName) // 0x1E5185B72EF5158A 0x534A5C1C b323
All music event names found in the b617d scripts: pastebin.com/GnYt0R3P

CANCEL_MUSIC_EVENT

BOOL AUDIO::CANCEL_MUSIC_EVENT(const char* eventName) // 0x5B17A90291133DA5 0x89FF942D b323
All music event names found in the b617d scripts: pastebin.com/GnYt0R3P

TRIGGER_MUSIC_EVENT

BOOL AUDIO::TRIGGER_MUSIC_EVENT(const char* eventName) // 0x706D57B0F50DA710 0xB6094948 b323
List of all usable event names found in b617d used with this native. Sorted alphabetically and identical names removed: pastebin.com/RzDFmB1W

All music event names found in the b617d scripts: pastebin.com/GnYt0R3P

IS_MUSIC_ONESHOT_PLAYING

BOOL AUDIO::IS_MUSIC_ONESHOT_PLAYING() // 0xA097AB275061FB21 0x2705C4D5 b323

GET_MUSIC_PLAYTIME

int AUDIO::GET_MUSIC_PLAYTIME() // 0xE7A0D23DC414507B 0xD633C809 b323

_0x159B7318403A1CD8

void AUDIO::_0x159B7318403A1CD8(Any p0) // 0x159B7318403A1CD8  b1103

RECORD_BROKEN_GLASS

void AUDIO::RECORD_BROKEN_GLASS(float x, float y, float z, float radius) // 0xFBE20329593DEC9D 0x53FC3FEC b323

CLEAR_ALL_BROKEN_GLASS

void AUDIO::CLEAR_ALL_BROKEN_GLASS() // 0xB32209EFFDC04913 0xE6B033BF b323

_0x70B8EC8FC108A634

void AUDIO::_0x70B8EC8FC108A634(BOOL p0, Any p1) // 0x70B8EC8FC108A634 0x95050CAD b323

_0x149AEE66F0CB3A99

void AUDIO::_0x149AEE66F0CB3A99(float p0, float p1) // 0x149AEE66F0CB3A99 0xE64F97A0 b323

_0x8BF907833BE275DE

void AUDIO::_0x8BF907833BE275DE(float p0, float p1) // 0x8BF907833BE275DE  b323

_0x062D5EAD4DA2FA6A

void AUDIO::_0x062D5EAD4DA2FA6A() // 0x062D5EAD4DA2FA6A 0xD87AF337 b323
FORCE_*

PREPARE_ALARM

BOOL AUDIO::PREPARE_ALARM(const char* alarmName) // 0x9D74AE343DB65533 0x084932E8 b323
Example:

bool prepareAlarm = AUDIO::PREPARE_ALARM("PORT_OF_LS_HEIST_FORT_ZANCUDO_ALARMS");

START_ALARM

void AUDIO::START_ALARM(const char* alarmName, BOOL p2) // 0x0355EF116C4C97B2 0x703F524B b323
Example:

This will start the alarm at Fort Zancudo.

AUDIO::START_ALARM("PORT_OF_LS_HEIST_FORT_ZANCUDO_ALARMS", 1);

First parameter (char) is the name of the alarm.
Second parameter (bool) is unknown, it does not seem to make a difference if this one is 0 or 1.

----------

It DOES make a difference but it has to do with the duration or something I dunno yet

----------

 Found in the b617d scripts:

 AUDIO::START_ALARM("AGENCY_HEIST_FIB_TOWER_ALARMS", 0);
 AUDIO::START_ALARM("AGENCY_HEIST_FIB_TOWER_ALARMS_UPPER", 1);
 AUDIO::START_ALARM("AGENCY_HEIST_FIB_TOWER_ALARMS_UPPER_B", 0);
 AUDIO::START_ALARM("BIG_SCORE_HEIST_VAULT_ALARMS", a_0);
 AUDIO::START_ALARM("FBI_01_MORGUE_ALARMS", 1);
 AUDIO::START_ALARM("FIB_05_BIOTECH_LAB_ALARMS", 0);
 AUDIO::START_ALARM("JEWEL_STORE_HEIST_ALARMS", 0);
 AUDIO::START_ALARM("PALETO_BAY_SCORE_ALARM", 1);
 AUDIO::START_ALARM("PALETO_BAY_SCORE_CHICKEN_FACTORY_ALARM", 0);
 AUDIO::START_ALARM("PORT_OF_LS_HEIST_FORT_ZANCUDO_ALARMS", 1);
 AUDIO::START_ALARM("PORT_OF_LS_HEIST_SHIP_ALARMS", 0);
 AUDIO::START_ALARM("PRISON_ALARMS", 0);
 AUDIO::START_ALARM("PROLOGUE_VAULT_ALARMS", 0);

STOP_ALARM

void AUDIO::STOP_ALARM(const char* alarmName, BOOL toggle) // 0xA1CADDCD98415A41 0xF987BE8C b323
Example:

This will stop the alarm at Fort Zancudo.

AUDIO::STOP_ALARM("PORT_OF_LS_HEIST_FORT_ZANCUDO_ALARMS", 1);

First parameter (char) is the name of the alarm.
Second parameter (bool) has to be true (1) to have any effect.

STOP_ALL_ALARMS

void AUDIO::STOP_ALL_ALARMS(BOOL stop) // 0x2F794A877ADD4C92 0xC3CB9DC6 b323

IS_ALARM_PLAYING

BOOL AUDIO::IS_ALARM_PLAYING(const char* alarmName) // 0x226435CB96CCFC8C 0x9D8E1D23 b323
Example:

bool playing = AUDIO::IS_ALARM_PLAYING("PORT_OF_LS_HEIST_FORT_ZANCUDO_ALARMS");

GET_VEHICLE_DEFAULT_HORN

Hash AUDIO::GET_VEHICLE_DEFAULT_HORN(Vehicle vehicle) // 0x02165D55000219AC 0xE84ABC19 b323
Returns hash of default vehicle horn

Hash is stored in audVehicleAudioEntity

GET_VEHICLE_DEFAULT_HORN_IGNORE_MODS

Hash AUDIO::GET_VEHICLE_DEFAULT_HORN_IGNORE_MODS(Vehicle vehicle) // 0xACB5DCCA1EC76840 0xFD4B5B3B b323

RESET_PED_AUDIO_FLAGS

void AUDIO::RESET_PED_AUDIO_FLAGS(Ped ped) // 0xF54BB7B61036F335 0xDF720C86 b323

_SET_PED_AUDIO_FOOTSTEP_LOUD

void AUDIO::_SET_PED_AUDIO_FOOTSTEP_LOUD(Ped ped, BOOL toggle) // 0x0653B735BFBDFE87  b1493
Enables/disables ped's "loud" footstep sound.

_SET_PED_AUDIO_FOOTSTEP_QUIET

void AUDIO::_SET_PED_AUDIO_FOOTSTEP_QUIET(Ped ped, BOOL toggle) // 0x29DA3CA8D8B2692D  b1493
Enables/disables ped's "quiet" footstep sound.

OVERRIDE_PLAYER_GROUND_MATERIAL

void AUDIO::OVERRIDE_PLAYER_GROUND_MATERIAL(Hash hash, BOOL toggle) // 0xD2CC78CD3D0B50F9 0xC307D531 b323
Sets audio flag "OverridePlayerGroundMaterial"

_0xBF4DC1784BE94DFA

void AUDIO::_0xBF4DC1784BE94DFA(Ped ped, BOOL p1, Hash hash) // 0xBF4DC1784BE94DFA  b323
Something like UPDATE_PED_*

_OVERRIDE_MICROPHONE_SETTINGS

void AUDIO::_OVERRIDE_MICROPHONE_SETTINGS(Hash hash, BOOL toggle) // 0x75773E11BA459E90  b323
Sets audio flag "OverrideMicrophoneSettings"

FREEZE_MICROPHONE

void AUDIO::FREEZE_MICROPHONE() // 0xD57AAAE0E2214D11 0x2B9D91E8 b323

DISTANT_COP_CAR_SIRENS

void AUDIO::DISTANT_COP_CAR_SIRENS(BOOL value) // 0x552369F549563AD5 0x13EB5861 b323
If value is set to true, and ambient siren sound will be played.
Appears to enable/disable an audio flag.

_0x43FA0DFC5DF87815

void AUDIO::_0x43FA0DFC5DF87815(Vehicle vehicle, BOOL p1) // 0x43FA0DFC5DF87815 0x7BED1872 b323

_0xB81CF134AEB56FFB

void AUDIO::_0xB81CF134AEB56FFB() // 0xB81CF134AEB56FFB  b791

SET_AUDIO_FLAG

void AUDIO::SET_AUDIO_FLAG(const char* flagName, BOOL toggle) // 0xB9EFD5C25018725A 0x1C09C9E0 b323
Possible flag names:
"ActivateSwitchWheelAudio"
"AllowAmbientSpeechInSlowMo"
"AllowCutsceneOverScreenFade"
"AllowForceRadioAfterRetune"
"AllowPainAndAmbientSpeechToPlayDuringCutscene"
"AllowPlayerAIOnMission"
"AllowPoliceScannerWhenPlayerHasNoControl"
"AllowRadioDuringSwitch"
"AllowRadioOverScreenFade"
"AllowScoreAndRadio"
"AllowScriptedSpeechInSlowMo"
"AvoidMissionCompleteDelay"
"DisableAbortConversationForDeathAndInjury"
"DisableAbortConversationForRagdoll"
"DisableBarks"
"DisableFlightMusic"
"DisableReplayScriptStreamRecording"
"EnableHeadsetBeep"
"ForceConversationInterrupt"
"ForceSeamlessRadioSwitch"
"ForceSniperAudio"
"FrontendRadioDisabled"
"HoldMissionCompleteWhenPrepared"
"IsDirectorModeActive"
"IsPlayerOnMissionForSpeech"
"ListenerReverbDisabled"
"LoadMPData"
"MobileRadioInGame"
"OnlyAllowScriptTriggerPoliceScanner"
"PlayMenuMusic"
"PoliceScannerDisabled"
"ScriptedConvListenerMaySpeak"
"SpeechDucksScore"
"SuppressPlayerScubaBreathing"
"WantedMusicDisabled"
"WantedMusicOnMission"

-------------------------------
No added flag names between b393d and b573d, including b573d.

#######################################################################

"IsDirectorModeActive" is an audio flag which will allow you to play speech infinitely without any pauses like in Director Mode.

-----------------------------------------------------------------------

All flag IDs and hashes:

ID: 00 | Hash: 0x0FED7A7F
ID: 01 | Hash: 0x20A7858F
ID: 02 | Hash: 0xA11C2259
ID: 03 | Hash: 0x08DE4700
ID: 04 | Hash: 0x989F652F
ID: 05 | Hash: 0x3C9E76BA
ID: 06 | Hash: 0xA805FEB0
ID: 07 | Hash: 0x4B94EA26
ID: 08 | Hash: 0x803ACD34
ID: 09 | Hash: 0x7C741226
ID: 10 | Hash: 0x31DB9EBD
ID: 11 | Hash: 0xDF386F18
ID: 12 | Hash: 0x669CED42
ID: 13 | Hash: 0x51F22743
ID: 14 | Hash: 0x2052B35C
ID: 15 | Hash: 0x071472DC
ID: 16 | Hash: 0xF9928BCC
ID: 17 | Hash: 0x7ADBDD48
ID: 18 | Hash: 0xA959BA1A
ID: 19 | Hash: 0xBBE89B60
ID: 20 | Hash: 0x87A08871
ID: 21 | Hash: 0xED1057CE
ID: 22 | Hash: 0x1584AD7A
ID: 23 | Hash: 0x8582CFCB
ID: 24 | Hash: 0x7E5E2FB0
ID: 25 | Hash: 0xAE4F72DB
ID: 26 | Hash: 0x5D16D1FA
ID: 27 | Hash: 0x06B2F4B8
ID: 28 | Hash: 0x5D4CDC96
ID: 29 | Hash: 0x8B5A48BA
ID: 30 | Hash: 0x98FBD539
ID: 31 | Hash: 0xD8CB0473
ID: 32 | Hash: 0x5CBB4874
ID: 33 | Hash: 0x2E9F93A9
ID: 34 | Hash: 0xD93BEA86
ID: 35 | Hash: 0x92109B7D
ID: 36 | Hash: 0xB7EC9E4D
ID: 37 | Hash: 0xCABDBB1D
ID: 38 | Hash: 0xB3FD4A52
ID: 39 | Hash: 0x370D94E5
ID: 40 | Hash: 0xA0F7938F
ID: 41 | Hash: 0xCBE1CE81
ID: 42 | Hash: 0xC27F1271
ID: 43 | Hash: 0x9E3258EB
ID: 44 | Hash: 0x551CDA5B
ID: 45 | Hash: 0xCB6D663C
ID: 46 | Hash: 0x7DACE87F
ID: 47 | Hash: 0xF9DE416F
ID: 48 | Hash: 0x882E6E9E
ID: 49 | Hash: 0x16B447E7
ID: 50 | Hash: 0xBD867739
ID: 51 | Hash: 0xA3A58604
ID: 52 | Hash: 0x7E046BBC
ID: 53 | Hash: 0xD95FDB98
ID: 54 | Hash: 0x5842C0ED
ID: 55 | Hash: 0x285FECC6
ID: 56 | Hash: 0x9351AC43
ID: 57 | Hash: 0x50032E75
ID: 58 | Hash: 0xAE6D0D59
ID: 59 | Hash: 0xD6351785
ID: 60 | Hash: 0xD25D71BC
ID: 61 | Hash: 0x1F7F6423
ID: 62 | Hash: 0xE24C3AA6
ID: 63 | Hash: 0xBFFDD2B7

PREPARE_SYNCHRONIZED_AUDIO_EVENT

Any AUDIO::PREPARE_SYNCHRONIZED_AUDIO_EVENT(const char* p0, Any p1) // 0xC7ABCACA4985A766 0xE1D91FD0 b323

PREPARE_SYNCHRONIZED_AUDIO_EVENT_FOR_SCENE

BOOL AUDIO::PREPARE_SYNCHRONIZED_AUDIO_EVENT_FOR_SCENE(Any p0, Any* p1) // 0x029FE7CD1B7E2E75 0x7652DD49 b323

PLAY_SYNCHRONIZED_AUDIO_EVENT

BOOL AUDIO::PLAY_SYNCHRONIZED_AUDIO_EVENT(Any p0) // 0x8B2FD4560E55DD2D 0x507F3241 b323

STOP_SYNCHRONIZED_AUDIO_EVENT

BOOL AUDIO::STOP_SYNCHRONIZED_AUDIO_EVENT(Any p0) // 0x92D6A88E64A94430 0xADEED2B4 b323

_0xC8EDE9BDBCCBA6D4

void AUDIO::_0xC8EDE9BDBCCBA6D4(Any* p0, float p1, float p2, float p3) // 0xC8EDE9BDBCCBA6D4 0x55A21772 b323

_SET_SYNCHRONIZED_AUDIO_EVENT_POSITION_THIS_FRAME

void AUDIO::_SET_SYNCHRONIZED_AUDIO_EVENT_POSITION_THIS_FRAME(const char* p0, Entity p1) // 0x950A154B8DAB6185 0xA17F9AB0 b323
Sets the position of the audio event to the entity's position for one frame(?)

if (l_8C3 == 0) {
    sub_27fd1(0, -1, 1);
    if (PED::IS_SYNCHRONIZED_SCENE_RUNNING(l_87D)) {
        AUDIO::STOP_SYNCHRONIZED_AUDIO_EVENT(l_87D);
    }
    if (sub_7dd(l_A00)) {
        AUDIO::_950A154B8DAB6185("PAP2_IG1_POPPYSEX", l_A00);
    }
    sub_91c("TK************ SETTING SYNCH SCENE AUDIO POSITION THIS FRAME ************TK");
    l_8C3 = 1;
}

--

Found in the b617d scripts, duplicates removed: 

AUDIO::_950A154B8DAB6185("CAR_5_IG_6", l_7FE[1/*1*/]);
AUDIO::_950A154B8DAB6185("EX03_TRAIN_BIKE_LAND",   PLAYER::PLAYER_PED_ID());
AUDIO::_950A154B8DAB6185("FBI_2_MCS_1_LeadIn", l_40[2/*1*/]);
AUDIO::_950A154B8DAB6185("FIN_C2_MCS_1", l_24C[0/*1*/]);
AUDIO::_950A154B8DAB6185("MNT_DNC", l_5F);
AUDIO::_950A154B8DAB6185("PAP2_IG1_POPPYSEX", l_A00);

SET_AUDIO_SPECIAL_EFFECT_MODE

void AUDIO::SET_AUDIO_SPECIAL_EFFECT_MODE(int mode) // 0x12561FCBB62D5B9C 0x62B43677 b323
Needs to be called every frame.
Audio mode to apply this frame: https://alloc8or.re/gta5/doc/enums/audSpecialEffectMode.txt

SET_PORTAL_SETTINGS_OVERRIDE

void AUDIO::SET_PORTAL_SETTINGS_OVERRIDE(const char* p0, const char* p1) // 0x044DBAD7A7FA2BE5 0x8AD670EC b323
Found in the b617d scripts, duplicates removed:  

AUDIO::_044DBAD7A7FA2BE5("V_CARSHOWROOM_PS_WINDOW_UNBROKEN", "V_CARSHOWROOM_PS_WINDOW_BROKEN");

 AUDIO::_044DBAD7A7FA2BE5("V_CIA_PS_WINDOW_UNBROKEN", "V_CIA_PS_WINDOW_BROKEN");

 AUDIO::_044DBAD7A7FA2BE5("V_DLC_HEIST_APARTMENT_DOOR_CLOSED", "V_DLC_HEIST_APARTMENT_DOOR_OPEN");

 AUDIO::_044DBAD7A7FA2BE5("V_FINALEBANK_PS_VAULT_INTACT", "V_FINALEBANK_PS_VAULT_BLOWN");

 AUDIO::_044DBAD7A7FA2BE5("V_MICHAEL_PS_BATHROOM_WITH_WINDOW", "V_MICHAEL_PS_BATHROOM_WITHOUT_WINDOW");

REMOVE_PORTAL_SETTINGS_OVERRIDE

void AUDIO::REMOVE_PORTAL_SETTINGS_OVERRIDE(const char* p0) // 0xB4BBFD9CD8B3922B 0xD24B4D0C b323
 Found in the b617d scripts, duplicates removed: 

 AUDIO::_B4BBFD9CD8B3922B("V_CARSHOWROOM_PS_WINDOW_UNBROKEN");
 AUDIO::_B4BBFD9CD8B3922B("V_CIA_PS_WINDOW_UNBROKEN");
 AUDIO::_B4BBFD9CD8B3922B("V_DLC_HEIST_APARTMENT_DOOR_CLOSED");
 AUDIO::_B4BBFD9CD8B3922B("V_FINALEBANK_PS_VAULT_INTACT");
 AUDIO::_B4BBFD9CD8B3922B("V_MICHAEL_PS_BATHROOM_WITH_WINDOW");

_0xE4E6DD5566D28C82

void AUDIO::_0xE4E6DD5566D28C82() // 0xE4E6DD5566D28C82 0x7262B5BA b323
STOP_S*

_0x3A48AB4445D499BE

Any AUDIO::_0x3A48AB4445D499BE() // 0x3A48AB4445D499BE 0x93A44A1F b323

_SET_PED_TALK

void AUDIO::_SET_PED_TALK(Ped ped) // 0x4ADA3F19BE4A6047 0x13777A0B b323
Speech related.

_0x0150B6FF25A9E2E5

void AUDIO::_0x0150B6FF25A9E2E5() // 0x0150B6FF25A9E2E5 0x1134F68B b323

_0xBEF34B1D9624D5DD

void AUDIO::_0xBEF34B1D9624D5DD(BOOL p0) // 0xBEF34B1D9624D5DD 0xE0047BFD b323

STOP_CUTSCENE_AUDIO

void AUDIO::STOP_CUTSCENE_AUDIO() // 0x806058BBDC136E06 0x55461BE6 b323

_HAS_MULTIPLAYER_AUDIO_DATA_LOADED

BOOL AUDIO::_HAS_MULTIPLAYER_AUDIO_DATA_LOADED() // 0x544810ED9DB6BBE6  b323
HAS_*

_HAS_MULTIPLAYER_AUDIO_DATA_UNLOADED

BOOL AUDIO::_HAS_MULTIPLAYER_AUDIO_DATA_UNLOADED() // 0x5B50ABB1FE3746F4  b323
HAS_*

_GET_VEHICLE_DEFAULT_HORN_VARIATION

int AUDIO::_GET_VEHICLE_DEFAULT_HORN_VARIATION(Vehicle vehicle) // 0xD53F3A29BCE2580E  b1365

_SET_VEHICLE_HORN_VARIATION

void AUDIO::_SET_VEHICLE_HORN_VARIATION(Vehicle vehicle, int value) // 0x0350E7E17BA767D0  b1365

BRAIN

ADD_SCRIPT_TO_RANDOM_PED

void BRAIN::ADD_SCRIPT_TO_RANDOM_PED(const char* name, Hash model, float p2, float p3) // 0x4EE5367468A65CCC 0xECC76C3D b323
BRAIN::ADD_SCRIPT_TO_RANDOM_PED("pb_prostitute", ${s_f_y_hooker_01}, 100, 0);

- Nacorpio

-----

Hardcoded to not work in Multiplayer.

REGISTER_OBJECT_SCRIPT_BRAIN

void BRAIN::REGISTER_OBJECT_SCRIPT_BRAIN(const char* scriptName, Hash modelHash, int p2, float activationRange, int p4, int p5) // 0x0BE84C318BA6EC22 0xB6BCC608 b323
Registers a script for any object with a specific model hash.

BRAIN::REGISTER_OBJECT_SCRIPT_BRAIN("ob_telescope", ${prop_telescope_01}, 100, 4.0, -1, 9);

- Nacorpio

IS_OBJECT_WITHIN_BRAIN_ACTIVATION_RANGE

BOOL BRAIN::IS_OBJECT_WITHIN_BRAIN_ACTIVATION_RANGE(Object object) // 0xCCBA154209823057 0xBA4CAA56 b323

REGISTER_WORLD_POINT_SCRIPT_BRAIN

void BRAIN::REGISTER_WORLD_POINT_SCRIPT_BRAIN(const char* scriptName, float activationRange, int p2) // 0x3CDC7136613284BD 0x725D91F7 b323

IS_WORLD_POINT_WITHIN_BRAIN_ACTIVATION_RANGE

BOOL BRAIN::IS_WORLD_POINT_WITHIN_BRAIN_ACTIVATION_RANGE() // 0xC5042CC6F5E3D450 0x2CF305A0 b323
Gets whether the world point the calling script is registered to is within desired range of the player.

ENABLE_SCRIPT_BRAIN_SET

void BRAIN::ENABLE_SCRIPT_BRAIN_SET(int brainSet) // 0x67AA4D73F0CFA86B 0x2765919F b323

DISABLE_SCRIPT_BRAIN_SET

void BRAIN::DISABLE_SCRIPT_BRAIN_SET(int brainSet) // 0x14D8518E9760F08F 0xFBD13FAD b323

_0x0B40ED49D7D6FF84

void BRAIN::_0x0B40ED49D7D6FF84() // 0x0B40ED49D7D6FF84 0x19B27825 b323

_0x4D953DF78EBF8158

void BRAIN::_0x4D953DF78EBF8158() // 0x4D953DF78EBF8158 0xF3A3AB08 b323
Something like flush_all_scripts 

Most of time comes after NETWORK_END_TUTORIAL_SESSION() or before TERMINATE_THIS_THREAD()

_0x6D6840CEE8845831

void BRAIN::_0x6D6840CEE8845831(const char* action) // 0x6D6840CEE8845831 0x949FE53E b323
Possible values:

act_cinema
am_mp_carwash_launch
am_mp_carwash_control
am_mp_property_ext
chop
fairgroundHub
launcher_BasejumpHeli
launcher_BasejumpPack
launcher_CarWash
launcher_golf
launcher_Hunting_Ambient
launcher_MrsPhilips
launcher_OffroadRacing
launcher_pilotschool
launcher_Racing
launcher_rampage
launcher_rampage
launcher_range
launcher_stunts
launcher_stunts
launcher_tennis
launcher_Tonya
launcher_Triathlon
launcher_Yoga
ob_mp_bed_low
ob_mp_bed_med

_0x6E91B04E08773030

void BRAIN::_0x6E91B04E08773030(const char* action) // 0x6E91B04E08773030 0x29CE8BAA b323
Looks like a cousin of above function _6D6840CEE8845831 as it was found among them. Must be similar

Here are possible values of argument - 

"ob_tv"
"launcher_Darts"

CAM

RENDER_SCRIPT_CAMS

void CAM::RENDER_SCRIPT_CAMS(BOOL render, BOOL ease, int easeTime, BOOL p3, BOOL p4, Any p5) // 0x07E5B515DB0636FC 0x74337969 b323
ease - smooth transition between the camera's positions
easeTime - Time in milliseconds for the transition to happen

If you have created a script (rendering) camera, and want to go back to the 
character (gameplay) camera, call this native with render set to 0.
Setting ease to 1 will smooth the transition.

STOP_RENDERING_SCRIPT_CAMS_USING_CATCH_UP

void CAM::STOP_RENDERING_SCRIPT_CAMS_USING_CATCH_UP(BOOL render, float p1, int p2, Any p3) // 0xC819F3CBB62BF692 0xD3C08183 b323
This native makes the gameplay camera zoom into first person/third person with a special effect.

CREATE_CAM

Cam CAM::CREATE_CAM(const char* camName, BOOL p1) // 0xC3981DCE61D9E13F 0xE9BF2A7D b323
"DEFAULT_SCRIPTED_CAMERA"
"DEFAULT_ANIMATED_CAMERA"
"DEFAULT_SPLINE_CAMERA"
"DEFAULT_SCRIPTED_FLY_CAMERA"
"TIMED_SPLINE_CAMERA"

CREATE_CAM_WITH_PARAMS

Cam CAM::CREATE_CAM_WITH_PARAMS(const char* camName, float posX, float posY, float posZ, float rotX, float rotY, float rotZ, float fov, BOOL p8, int p9) // 0xB51194800B257161 0x23B02F15 b323
camName is always set to "DEFAULT_SCRIPTED_CAMERA" in Rockstar's scripts.
------------
Camera names found in the b617d scripts:
"DEFAULT_ANIMATED_CAMERA"
"DEFAULT_SCRIPTED_CAMERA"
"DEFAULT_SCRIPTED_FLY_CAMERA"
"DEFAULT_SPLINE_CAMERA"
------------
Side Note: It seems p8 is basically to represent what would be the bool p1 within CREATE_CAM native. As well as the p9 since it's always 2 in scripts seems to represent what would be the last param within SET_CAM_ROT native which normally would be 2.

CREATE_CAMERA

Cam CAM::CREATE_CAMERA(Hash camHash, BOOL p1) // 0x5E3CF89C6BCCA67D 0x5D6739AE b323

CREATE_CAMERA_WITH_PARAMS

Cam CAM::CREATE_CAMERA_WITH_PARAMS(Hash camHash, float posX, float posY, float posZ, float rotX, float rotY, float rotZ, float fov, BOOL p8, Any p9) // 0x6ABFA3E16460F22D 0x0688BE9A b323
CAM::_GET_GAMEPLAY_CAM_COORDS can be used instead of posX,Y,Z
CAM::_GET_GAMEPLAY_CAM_ROT can be used instead of rotX,Y,Z
CAM::_80EC114669DAEFF4() can be used instead of p7 (Possible p7 is FOV parameter. )
p8 ???
p9 uses 2 by default

DESTROY_CAM

void CAM::DESTROY_CAM(Cam cam, BOOL bScriptHostCam) // 0x865908C81A2C22E9 0xC39302BD b323
BOOL param indicates whether the cam should be destroyed if it belongs to the calling script.

DESTROY_ALL_CAMS

void CAM::DESTROY_ALL_CAMS(BOOL bScriptHostCam) // 0x8E5FB15663F79120 0x10C151CE b323
BOOL param indicates whether the cam should be destroyed if it belongs to the calling script.

DOES_CAM_EXIST

BOOL CAM::DOES_CAM_EXIST(Cam cam) // 0xA7A932170592B50E 0x1EF89DC0 b323
Returns whether or not the passed camera handle exists.

SET_CAM_ACTIVE

void CAM::SET_CAM_ACTIVE(Cam cam, BOOL active) // 0x026FB97D0A425F84 0x064659C2 b323
Set camera as active/inactive.

IS_CAM_ACTIVE

BOOL CAM::IS_CAM_ACTIVE(Cam cam) // 0xDFB2B516207D3534 0x4B58F177 b323
Returns whether or not the passed camera handle is active.

IS_CAM_RENDERING

BOOL CAM::IS_CAM_RENDERING(Cam cam) // 0x02EC0AF5C5A49B7A 0x6EC6B5B2 b323

GET_RENDERING_CAM

Cam CAM::GET_RENDERING_CAM() // 0x5234F9F10919EABA 0x0FCF4DF1 b323

GET_CAM_COORD

Vector3 CAM::GET_CAM_COORD(Cam cam) // 0xBAC038F7459AE5AE 0x7C40F09C b323

GET_CAM_ROT

Vector3 CAM::GET_CAM_ROT(Cam cam, int rotationOrder) // 0x7D304C1C955E3E12 0xDAC84C9F b323
The last parameter, as in other "ROT" methods, is usually 2.

GET_CAM_FOV

float CAM::GET_CAM_FOV(Cam cam) // 0xC3330A45CCCDB26A 0xD6E9FCF5 b323

GET_CAM_NEAR_CLIP

float CAM::GET_CAM_NEAR_CLIP(Cam cam) // 0xC520A34DAFBF24B1 0xCFCD35EE b323

GET_CAM_FAR_CLIP

float CAM::GET_CAM_FAR_CLIP(Cam cam) // 0xB60A9CFEB21CA6AA 0x09F119B8 b323

GET_CAM_FAR_DOF

float CAM::GET_CAM_FAR_DOF(Cam cam) // 0x255F8DAFD540D397 0x98C5CCE9 b323

SET_CAM_PARAMS

void CAM::SET_CAM_PARAMS(Cam cam, float posX, float posY, float posZ, float rotX, float rotY, float rotZ, float fieldOfView, Any p8, int p9, int p10, int p11) // 0xBFD8727AEA3CCEBA 0x2167CEBF b323

SET_CAM_COORD

void CAM::SET_CAM_COORD(Cam cam, float posX, float posY, float posZ) // 0x4D41783FB745E42E 0x7A8053AF b323
Sets the position of the cam.

SET_CAM_ROT

void CAM::SET_CAM_ROT(Cam cam, float rotX, float rotY, float rotZ, int rotationOrder) // 0x85973643155D0B07 0xEE38B3C1 b323
Sets the rotation of the cam.
Last parameter unknown.

Last parameter seems to always be set to 2.

SET_CAM_FOV

void CAM::SET_CAM_FOV(Cam cam, float fieldOfView) // 0xB13C14F66A00D047 0xD3D5D74F b323
Sets the field of view of the cam.
---------------------------------------------
Min: 1.0f
Max: 130.0f

SET_CAM_NEAR_CLIP

void CAM::SET_CAM_NEAR_CLIP(Cam cam, float nearClip) // 0xC7848EFCCC545182 0x46DB13B1 b323

SET_CAM_FAR_CLIP

void CAM::SET_CAM_FAR_CLIP(Cam cam, float farClip) // 0xAE306F2A904BF86E 0x0D23E381 b323

_0xAABD62873FFB1A33

void CAM::_0xAABD62873FFB1A33(Any p0, Any p1) // 0xAABD62873FFB1A33  b2189

SET_CAM_MOTION_BLUR_STRENGTH

void CAM::SET_CAM_MOTION_BLUR_STRENGTH(Cam cam, float strength) // 0x6F0F77FBA9A8F2E6 0xFD6E0D67 b323

SET_CAM_NEAR_DOF

void CAM::SET_CAM_NEAR_DOF(Cam cam, float nearDOF) // 0x3FA4BF0A7AB7DE2C 0xF28254DF b323

SET_CAM_FAR_DOF

void CAM::SET_CAM_FAR_DOF(Cam cam, float farDOF) // 0xEDD91296CD01AEE0 0x58515E8E b323

SET_CAM_DOF_STRENGTH

void CAM::SET_CAM_DOF_STRENGTH(Cam cam, float dofStrength) // 0x5EE29B4D7D5DF897 0x3CC4EB3F b323

SET_CAM_DOF_PLANES

void CAM::SET_CAM_DOF_PLANES(Cam cam, float p1, float p2, float p3, float p4) // 0x3CF48F6F96E749DC 0xAD6C2B8F b323

SET_CAM_USE_SHALLOW_DOF_MODE

void CAM::SET_CAM_USE_SHALLOW_DOF_MODE(Cam cam, BOOL toggle) // 0x16A96863A17552BB 0x8306C256 b323

SET_USE_HI_DOF

void CAM::SET_USE_HI_DOF() // 0xA13B0222F3D94A94 0x8BBF2950 b323

_0xF55E4046F6F831DC

void CAM::_0xF55E4046F6F831DC(Any p0, float p1) // 0xF55E4046F6F831DC  b323

_0xE111A7C0D200CBC5

void CAM::_0xE111A7C0D200CBC5(Any p0, float p1) // 0xE111A7C0D200CBC5  b323

_SET_CAM_DOF_FNUMBER_OF_LENS

void CAM::_SET_CAM_DOF_FNUMBER_OF_LENS(Cam camera, float p1) // 0x7DD234D6F3914C5B  b323
This native has its name defined inside its codE

_SET_CAM_DOF_FOCAL_LENGTH_MULTIPLIER

void CAM::_SET_CAM_DOF_FOCAL_LENGTH_MULTIPLIER(Cam camera, float multiplier) // 0x47B595D60664CFFA  b1011
Native name labeled within its code

_SET_CAM_DOF_FOCUS_DISTANCE_BIAS

void CAM::_SET_CAM_DOF_FOCUS_DISTANCE_BIAS(Cam camera, float p1) // 0xC669EEA5D031B7DE  b323
This native has a name defined inside its code

_SET_CAM_DOF_MAX_NEAR_IN_FOCUS_DISTANCE

void CAM::_SET_CAM_DOF_MAX_NEAR_IN_FOCUS_DISTANCE(Cam camera, float p1) // 0xC3654A441402562D  b323
This native has a name defined inside its code

_SET_CAM_DOF_MAX_NEAR_IN_FOCUS_DISTANCE_BLEND_LEVEL

void CAM::_SET_CAM_DOF_MAX_NEAR_IN_FOCUS_DISTANCE_BLEND_LEVEL(Cam camera, float p1) // 0x2C654B4943BDDF7C  b323
This native has a name defined inside its code

ATTACH_CAM_TO_ENTITY

void CAM::ATTACH_CAM_TO_ENTITY(Cam cam, Entity entity, float xOffset, float yOffset, float zOffset, BOOL isRelative) // 0xFEDB7D269E8C60E3 0xAD7C45F6 b323
Last param determines if its relative to the Entity

ATTACH_CAM_TO_PED_BONE

void CAM::ATTACH_CAM_TO_PED_BONE(Cam cam, Ped ped, int boneIndex, float x, float y, float z, BOOL heading) // 0x61A3DBA14AB7F411 0x506BB35C b323

_ATTACH_CAM_TO_PED_BONE_2

void CAM::_ATTACH_CAM_TO_PED_BONE_2(Cam cam, Ped ped, int boneIndex, float p3, float p4, float p5, float p6, float p7, float p8, BOOL p9) // 0x149916F50C34A40D  b1180

_0x202A5ED9CE01D6E7

void CAM::_0x202A5ED9CE01D6E7(Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7, Any p8) // 0x202A5ED9CE01D6E7  b2189

_ATTACH_CAM_TO_VEHICLE_BONE

void CAM::_ATTACH_CAM_TO_VEHICLE_BONE(Cam cam, Vehicle vehicle, int boneIndex, BOOL relativeRotation, float rotX, float rotY, float rotZ, float offsetX, float offsetY, float offsetZ, BOOL fixedDirection) // 0x8DB3F12A02CAEF72  b1290
This native works with vehicles only. Bone indexes are usually given by this native GET_ENTITY_BONE_INDEX_BY_NAME.

DETACH_CAM

void CAM::DETACH_CAM(Cam cam) // 0xA2FABBE87F4BAD82 0xF4FBF14A b323

SET_CAM_INHERIT_ROLL_VEHICLE

void CAM::SET_CAM_INHERIT_ROLL_VEHICLE(Cam cam, BOOL p1) // 0x45F1DE9C34B93AE6 0xE4BD5342 b323
The native seems to only be called once.

The native is used as so,
CAM::SET_CAM_INHERIT_ROLL_VEHICLE(l_544, getElem(2, &l_525, 4));
In the exile1 script.

POINT_CAM_AT_COORD

void CAM::POINT_CAM_AT_COORD(Cam cam, float x, float y, float z) // 0xF75497BB865F0803 0x914BC21A b323

POINT_CAM_AT_ENTITY

void CAM::POINT_CAM_AT_ENTITY(Cam cam, Entity entity, float p2, float p3, float p4, BOOL p5) // 0x5640BFF86B16E8DC 0x7597A0F7 b323
p5 always seems to be 1 i.e TRUE

POINT_CAM_AT_PED_BONE

void CAM::POINT_CAM_AT_PED_BONE(Cam cam, Ped ped, int boneIndex, float x, float y, float z, BOOL p6) // 0x68B2B5F33BA63C41 0x09F47049 b323
Parameters p0-p5 seems correct. The bool p6 is unknown, but through every X360 script it's always 1. Please correct p0-p5 if any prove to be wrong. 

STOP_CAM_POINTING

void CAM::STOP_CAM_POINTING(Cam cam) // 0xF33AB75780BA57DE 0x5435F6A5 b323

SET_CAM_AFFECTS_AIMING

void CAM::SET_CAM_AFFECTS_AIMING(Cam cam, BOOL toggle) // 0x8C1DC7770C51DC8D 0x0C74F9AF b323
Allows you to aim and shoot at the direction the camera is facing.

_0x661B5C8654ADD825

void CAM::_0x661B5C8654ADD825(Cam cam, BOOL p1) // 0x661B5C8654ADD825 0xE1A0B2F1 b323
SET_CAM_*

_0xA2767257A320FC82

void CAM::_0xA2767257A320FC82(Any p0, BOOL p1) // 0xA2767257A320FC82  b323

_0x271017B9BA825366

void CAM::_0x271017B9BA825366(Any p0, BOOL p1) // 0x271017B9BA825366 0x43220969 b323

SET_CAM_DEBUG_NAME

void CAM::SET_CAM_DEBUG_NAME(Cam camera, const char* name) // 0x1B93E0107865DD40 0x9B00DF3F b323
NOTE: Debugging functions are not present in the retail version of the game.

ADD_CAM_SPLINE_NODE

void CAM::ADD_CAM_SPLINE_NODE(Cam camera, float x, float y, float z, float xRot, float yRot, float zRot, int length, int p8, int p9) // 0x8609C75EC438FB3B 0xAD3C7EAA b323
I filled p1-p6 (the floats) as they are as other natives with 6 floats in a row are similar and I see no other method. So if a test from anyone proves them wrong please correct.

p7 (length) determines the length of the spline, affects camera path and duration of transition between previous node and this one

p8 big values ~100 will slow down the camera movement before reaching this node

p9 != 0 seems to override the rotation/pitch (bool?)

ADD_CAM_SPLINE_NODE_USING_CAMERA_FRAME

void CAM::ADD_CAM_SPLINE_NODE_USING_CAMERA_FRAME(Cam cam, Cam cam2, int p2, int p3) // 0x0A9F2A468B328E74 0x30510511 b323

ADD_CAM_SPLINE_NODE_USING_CAMERA

void CAM::ADD_CAM_SPLINE_NODE_USING_CAMERA(Cam cam, Cam cam2, int p2, int p3) // 0x0FB82563989CF4FB 0xBA6C085B b323

ADD_CAM_SPLINE_NODE_USING_GAMEPLAY_FRAME

void CAM::ADD_CAM_SPLINE_NODE_USING_GAMEPLAY_FRAME(Cam cam, int p1, int p2) // 0x609278246A29CA34 0xB4737F03 b323

SET_CAM_SPLINE_PHASE

void CAM::SET_CAM_SPLINE_PHASE(Cam cam, float p1) // 0x242B5874F0A4E052 0xF0AED233 b323

GET_CAM_SPLINE_PHASE

float CAM::GET_CAM_SPLINE_PHASE(Cam cam) // 0xB5349E36C546509A 0x39784DD9 b323
Can use this with SET_CAM_SPLINE_PHASE to set the float it this native returns.

(returns 1.0f when no nodes has been added, reached end of non existing spline)

GET_CAM_SPLINE_NODE_PHASE

float CAM::GET_CAM_SPLINE_NODE_PHASE(Cam cam) // 0xD9D0E694C8282C96 0x7B9522F6 b323
I'm pretty sure the parameter is the camera as usual, but I am not certain so I'm going to leave it as is.

SET_CAM_SPLINE_DURATION

void CAM::SET_CAM_SPLINE_DURATION(Cam cam, int timeDuration) // 0x1381539FEE034CDA 0x3E91FC8A b323
I named p1 as timeDuration as it is obvious. I'm assuming tho it is ran in ms(Milliseconds) as usual.

SET_CAM_SPLINE_SMOOTHING_STYLE

void CAM::SET_CAM_SPLINE_SMOOTHING_STYLE(Cam cam, int smoothingStyle) // 0xD1B0F412F109EA5D 0x15E141CE b323

GET_CAM_SPLINE_NODE_INDEX

int CAM::GET_CAM_SPLINE_NODE_INDEX(Cam cam) // 0xB22B17DF858716A6 0xF8AEB6BD b323

SET_CAM_SPLINE_NODE_EASE

void CAM::SET_CAM_SPLINE_NODE_EASE(Cam cam, int p1, int p2, float p3) // 0x83B8201ED82A9A2D 0x21D275DA b323

SET_CAM_SPLINE_NODE_VELOCITY_SCALE

void CAM::SET_CAM_SPLINE_NODE_VELOCITY_SCALE(Cam cam, int p1, float scale) // 0xA6385DEB180F319F 0xA3BD9E94 b323

OVERRIDE_CAM_SPLINE_VELOCITY

void CAM::OVERRIDE_CAM_SPLINE_VELOCITY(Cam cam, int p1, float p2, float p3) // 0x40B62FA033EB0346 0x326A17E2 b323

OVERRIDE_CAM_SPLINE_MOTION_BLUR

void CAM::OVERRIDE_CAM_SPLINE_MOTION_BLUR(Cam cam, int p1, float p2, float p3) // 0x7DCF7C708D292D55 0x633179E6 b323
Max value for p1 is 15.

SET_CAM_SPLINE_NODE_EXTRA_FLAGS

void CAM::SET_CAM_SPLINE_NODE_EXTRA_FLAGS(Cam cam, int p1, int flags) // 0x7BF1A54AE67AC070 0xC90B2DDC b323

IS_CAM_SPLINE_PAUSED

BOOL CAM::IS_CAM_SPLINE_PAUSED(Any p0) // 0x0290F35C0AD97864 0x60B34FF5 b323

SET_CAM_ACTIVE_WITH_INTERP

void CAM::SET_CAM_ACTIVE_WITH_INTERP(Cam camTo, Cam camFrom, int duration, int easeLocation, int easeRotation) // 0x9FBDA379383A52A4 0x7983E7F0 b323
Previous declaration void SET_CAM_ACTIVE_WITH_INTERP(Cam camTo, Cam camFrom, int duration, BOOL easeLocation, BOOL easeRotation) is completely wrong. The last two params are integers not BOOLs...

IS_CAM_INTERPOLATING

BOOL CAM::IS_CAM_INTERPOLATING(Cam cam) // 0x036F97C908C2B52C 0x7159CB5D b323

SHAKE_CAM

void CAM::SHAKE_CAM(Cam cam, const char* type, float amplitude) // 0x6A25241C340D3822 0x1D4211B0 b323
Possible shake types (updated b617d):

DEATH_FAIL_IN_EFFECT_SHAKE
DRUNK_SHAKE
FAMILY5_DRUG_TRIP_SHAKE
HAND_SHAKE
JOLT_SHAKE
LARGE_EXPLOSION_SHAKE
MEDIUM_EXPLOSION_SHAKE
SMALL_EXPLOSION_SHAKE
ROAD_VIBRATION_SHAKE
SKY_DIVING_SHAKE
VIBRATE_SHAKE

Full list of cam shake types by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/camShakeTypesCompact.json

ANIMATED_SHAKE_CAM

void CAM::ANIMATED_SHAKE_CAM(Cam cam, const char* p1, const char* p2, const char* p3, float amplitude) // 0xA2746EEAE3E577CD 0xE1168767 b323
Example from michael2 script.

CAM::ANIMATED_SHAKE_CAM(l_5069, "shake_cam_all@", "light", "", 1f);

IS_CAM_SHAKING

BOOL CAM::IS_CAM_SHAKING(Cam cam) // 0x6B24BFE83A2BE47B 0x0961FD9B b323

SET_CAM_SHAKE_AMPLITUDE

void CAM::SET_CAM_SHAKE_AMPLITUDE(Cam cam, float amplitude) // 0xD93DB43B82BC0D00 0x60FF6382 b323

STOP_CAM_SHAKING

void CAM::STOP_CAM_SHAKING(Cam cam, BOOL p1) // 0xBDECF64367884AC3 0x40D0EB87 b323

SHAKE_SCRIPT_GLOBAL

void CAM::SHAKE_SCRIPT_GLOBAL(const char* p0, float p1) // 0xF4C8CF9E353AFECA 0x2B0F05CD b323
CAM::SHAKE_SCRIPT_GLOBAL("HAND_SHAKE", 0.2);

Full list of cam shake types by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/camShakeTypesCompact.json

ANIMATED_SHAKE_SCRIPT_GLOBAL

void CAM::ANIMATED_SHAKE_SCRIPT_GLOBAL(const char* p0, const char* p1, const char* p2, float p3) // 0xC2EAE3FB8CDBED31 0xCB75BD9C b323
CAM::ANIMATED_SHAKE_SCRIPT_GLOBAL("SHAKE_CAM_medium", "medium", "", 0.5f);

Full list of cam shake types by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/camShakeTypesCompact.json

IS_SCRIPT_GLOBAL_SHAKING

BOOL CAM::IS_SCRIPT_GLOBAL_SHAKING() // 0xC912AF078AF19212 0x6AEFE6A5 b323
In drunk_controller.c4, sub_309
if (CAM::IS_SCRIPT_GLOBAL_SHAKING()) {
    CAM::STOP_SCRIPT_GLOBAL_SHAKING(0);
}

STOP_SCRIPT_GLOBAL_SHAKING

void CAM::STOP_SCRIPT_GLOBAL_SHAKING(BOOL p0) // 0x1C9D7949FA533490 0x26FCFB96 b323
In drunk_controller.c4, sub_309
if (CAM::IS_SCRIPT_GLOBAL_SHAKING()) {
    CAM::STOP_SCRIPT_GLOBAL_SHAKING(0);
}

_0x5D96CFB59DA076A0

void CAM::_0x5D96CFB59DA076A0(Vehicle vehicle, int p1, float p2) // 0x5D96CFB59DA076A0  b2060
p1: 0..16

PLAY_CAM_ANIM

BOOL CAM::PLAY_CAM_ANIM(Cam cam, const char* animName, const char* animDictionary, float x, float y, float z, float xRot, float yRot, float zRot, BOOL p9, int p10) // 0x9A2D0FB2E7852392 0xBCEFB87E b323
Atleast one time in a script for the zRot Rockstar uses GET_ENTITY_HEADING to help fill the parameter.

p9 is unknown at this time.
p10 throughout all the X360 Scripts is always 2.

Full list of animation dictionaries and anims by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/animDictsCompact.json

IS_CAM_PLAYING_ANIM

BOOL CAM::IS_CAM_PLAYING_ANIM(Cam cam, const char* animName, const char* animDictionary) // 0xC90621D8A0CEECF2 0xB998CB49 b323

SET_CAM_ANIM_CURRENT_PHASE

void CAM::SET_CAM_ANIM_CURRENT_PHASE(Cam cam, float phase) // 0x4145A4C44FF3B5A6 0x3CB1D17F b323

GET_CAM_ANIM_CURRENT_PHASE

float CAM::GET_CAM_ANIM_CURRENT_PHASE(Cam cam) // 0xA10B2DB49E92A6B0 0x345F72D0 b323

PLAY_SYNCHRONIZED_CAM_ANIM

BOOL CAM::PLAY_SYNCHRONIZED_CAM_ANIM(Any p0, Any p1, const char* animName, const char* animDictionary) // 0xE32EFE9AB4A9AA0C 0x9458459E b323
Examples:

CAM::PLAY_SYNCHRONIZED_CAM_ANIM(l_2734, NETWORK::_02C40BF885C567B6(l_2739), "PLAYER_EXIT_L_CAM", "mp_doorbell");

CAM::PLAY_SYNCHRONIZED_CAM_ANIM(l_F0D[7/*1*/], l_F4D[15/*1*/], "ah3b_attackheli_cam2", "missheistfbi3b_helicrash");

SET_FLY_CAM_HORIZONTAL_RESPONSE

void CAM::SET_FLY_CAM_HORIZONTAL_RESPONSE(Cam cam, float p1, float p2, float p3) // 0x503F5920162365B2 0x56F9ED27 b323

_SET_FLY_CAM_VERTICAL_SPEED_MULTIPLIER

void CAM::_SET_FLY_CAM_VERTICAL_SPEED_MULTIPLIER(Cam cam, float p1, float p2, float p3) // 0xE827B9382CFB41BA  b791

SET_FLY_CAM_MAX_HEIGHT

void CAM::SET_FLY_CAM_MAX_HEIGHT(Cam cam, float height) // 0xF9D02130ECDD1D77 0x71570DBA b323

SET_FLY_CAM_COORD_AND_CONSTRAIN

void CAM::SET_FLY_CAM_COORD_AND_CONSTRAIN(Cam cam, float x, float y, float z) // 0xC91C6C55199308CA 0x60B345DE b323

_0xC8B5C4A79CC18B94

void CAM::_0xC8B5C4A79CC18B94(Cam cam) // 0xC8B5C4A79CC18B94 0x44473EFC b323

_0x5C48A1D6E3B33179

BOOL CAM::_0x5C48A1D6E3B33179(Cam cam) // 0x5C48A1D6E3B33179 0xDA931D65 b323
W*

IS_SCREEN_FADED_OUT

BOOL CAM::IS_SCREEN_FADED_OUT() // 0xB16FCE9DDC7BA182 0x9CAA05FA b323

IS_SCREEN_FADED_IN

BOOL CAM::IS_SCREEN_FADED_IN() // 0x5A859503B0C08678 0x4F37276D b323

IS_SCREEN_FADING_OUT

BOOL CAM::IS_SCREEN_FADING_OUT() // 0x797AC7CB535BA28F 0x79275A57 b323

IS_SCREEN_FADING_IN

BOOL CAM::IS_SCREEN_FADING_IN() // 0x5C544BC6C57AC575 0xC7C82800 b323

DO_SCREEN_FADE_IN

void CAM::DO_SCREEN_FADE_IN(int duration) // 0xD4E8E24955024033 0x66C1BDEE b323
Fades the screen in.

duration: The time the fade should take, in milliseconds.

DO_SCREEN_FADE_OUT

void CAM::DO_SCREEN_FADE_OUT(int duration) // 0x891B5B39AC6302AF 0x89D01805 b323
Fades the screen out.

duration: The time the fade should take, in milliseconds.

SET_WIDESCREEN_BORDERS

void CAM::SET_WIDESCREEN_BORDERS(BOOL p0, int p1) // 0xDCD4EA924F42D01A 0x1A75DC9A b323

_0x4879E4FE39074CDF

BOOL CAM::_0x4879E4FE39074CDF() // 0x4879E4FE39074CDF  b372
A*

GET_GAMEPLAY_CAM_COORD

Vector3 CAM::GET_GAMEPLAY_CAM_COORD() // 0x14D6F5678D8F1B37 0x9388CF79 b323

GET_GAMEPLAY_CAM_ROT

Vector3 CAM::GET_GAMEPLAY_CAM_ROT(int rotationOrder) // 0x837765A25378F0BB 0x13A010B5 b323
p0 dosen't seem to change much, I tried it with 0, 1, 2:
0-Pitch(X): -70.000092
0-Roll(Y): -0.000001
0-Yaw(Z): -43.886459
1-Pitch(X): -70.000092
1-Roll(Y): -0.000001
1-Yaw(Z): -43.886463
2-Pitch(X): -70.000092
2-Roll(Y): -0.000002
2-Yaw(Z): -43.886467

GET_GAMEPLAY_CAM_FOV

float CAM::GET_GAMEPLAY_CAM_FOV() // 0x65019750A0324133 0x4D6B3BFA b323

_0x487A82C650EB7799

void CAM::_0x487A82C650EB7799(float p0) // 0x487A82C650EB7799 0xA6E73135 b323
some camera effect that is used in the drunk-cheat, and turned off (by setting it to 0.0) along with the shaking effects once the drunk cheat is disabled.

_0x0225778816FDC28C

void CAM::_0x0225778816FDC28C(float p0) // 0x0225778816FDC28C 0x1126E37C b323
some camera effect that is (also) used in the drunk-cheat, and turned off (by setting it to 0.0) along with the shaking effects once the drunk cheat is disabled. Possibly a cinematic or script-cam version of _0x487A82C650EB7799

GET_GAMEPLAY_CAM_RELATIVE_HEADING

float CAM::GET_GAMEPLAY_CAM_RELATIVE_HEADING() // 0x743607648ADD4587 0xCAF839C2 b323

SET_GAMEPLAY_CAM_RELATIVE_HEADING

void CAM::SET_GAMEPLAY_CAM_RELATIVE_HEADING(float heading) // 0xB4EC2312F4E5B1F1 0x20C6217C b323
Sets the camera position relative to heading in float from -360 to +360.

Heading is alwyas 0 in aiming camera.

GET_GAMEPLAY_CAM_RELATIVE_PITCH

float CAM::GET_GAMEPLAY_CAM_RELATIVE_PITCH() // 0x3A6867B4845BEDA2 0xFC5A4946 b323

SET_GAMEPLAY_CAM_RELATIVE_PITCH

void CAM::SET_GAMEPLAY_CAM_RELATIVE_PITCH(float angle, float scalingFactor) // 0x6D0858B8EDFD2B7D 0x6381B963 b323
This native sets the camera's pitch (rotation on the x-axis).

_SET_GAMEPLAY_CAM_RELATIVE_ROTATION

void CAM::_SET_GAMEPLAY_CAM_RELATIVE_ROTATION(float roll, float pitch, float yaw) // 0x48608C3464F58AB4  b505

_0x28B022A17B068A3A

void CAM::_0x28B022A17B068A3A(float p0, float p1) // 0x28B022A17B068A3A  b1734
F*

_SET_GAMEPLAY_CAM_RAW_YAW

void CAM::_SET_GAMEPLAY_CAM_RAW_YAW(float yaw) // 0x103991D4A307D472  b323
Does nothing

_SET_GAMEPLAY_CAM_RAW_PITCH

void CAM::_SET_GAMEPLAY_CAM_RAW_PITCH(float pitch) // 0x759E13EBC1C15C5A  b323

_0x469F2ECDEC046337

void CAM::_0x469F2ECDEC046337(BOOL p0) // 0x469F2ECDEC046337  b323

SHAKE_GAMEPLAY_CAM

void CAM::SHAKE_GAMEPLAY_CAM(const char* shakeName, float intensity) // 0xFD55E49555E017CF 0xF2EFE660 b323
Possible shake types (updated b617d):

DEATH_FAIL_IN_EFFECT_SHAKE
DRUNK_SHAKE
FAMILY5_DRUG_TRIP_SHAKE
HAND_SHAKE
JOLT_SHAKE
LARGE_EXPLOSION_SHAKE
MEDIUM_EXPLOSION_SHAKE
SMALL_EXPLOSION_SHAKE
ROAD_VIBRATION_SHAKE
SKY_DIVING_SHAKE
VIBRATE_SHAKE

Full list of cam shake types by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/camShakeTypesCompact.json

IS_GAMEPLAY_CAM_SHAKING

BOOL CAM::IS_GAMEPLAY_CAM_SHAKING() // 0x016C090630DF1F89 0x3457D681 b323

SET_GAMEPLAY_CAM_SHAKE_AMPLITUDE

void CAM::SET_GAMEPLAY_CAM_SHAKE_AMPLITUDE(float amplitude) // 0xA87E00932DB4D85D 0x9219D44A b323
Sets the amplitude for the gameplay (i.e. 3rd or 1st) camera to shake. Used in script "drunk_controller.ysc.c4" to simulate making the player drunk.

STOP_GAMEPLAY_CAM_SHAKING

void CAM::STOP_GAMEPLAY_CAM_SHAKING(BOOL p0) // 0x0EF93E9F3D08C178 0xFD569E4E b323

SET_GAMEPLAY_CAM_FOLLOW_PED_THIS_UPDATE

void CAM::SET_GAMEPLAY_CAM_FOLLOW_PED_THIS_UPDATE(Ped ped) // 0x8BBACBF51DA047A8 0x7D3007A2 b323

IS_GAMEPLAY_CAM_RENDERING

BOOL CAM::IS_GAMEPLAY_CAM_RENDERING() // 0x39B5D1B10383F0C8 0x0EF276DA b323
Examples when this function will return 0 are:
- During busted screen.
- When player is coming out from a hospital.
- When player is coming out from a police station.
- When player is buying gun from AmmuNation.

_0x3044240D2E0FA842

BOOL CAM::_0x3044240D2E0FA842() // 0x3044240D2E0FA842 0xC0B00C20 b323

_0x705A276EBFF3133D

BOOL CAM::_0x705A276EBFF3133D() // 0x705A276EBFF3133D 0x60C23785 b323

_0xDB90C6CCA48940F1

void CAM::_0xDB90C6CCA48940F1(BOOL p0) // 0xDB90C6CCA48940F1 0x20BFF6E5 b323

_ENABLE_CROSSHAIR_THIS_FRAME

void CAM::_ENABLE_CROSSHAIR_THIS_FRAME() // 0xEA7F0AD7E9BA676F 0xA61FF9AC b323
Shows the crosshair even if it wouldn't show normally. Only works for one frame, so make sure to call it repeatedly.

DISABLE_*

IS_GAMEPLAY_CAM_LOOKING_BEHIND

BOOL CAM::IS_GAMEPLAY_CAM_LOOKING_BEHIND() // 0x70FDA869F3317EA9 0x33C83F17 b323

_DISABLE_CAM_COLLISION_FOR_ENTITY

void CAM::_DISABLE_CAM_COLLISION_FOR_ENTITY(Entity entity) // 0x2AED6301F67007D5 0x2701A9AD b323

DISABLE_CAM_COLLISION_FOR_OBJECT

void CAM::DISABLE_CAM_COLLISION_FOR_OBJECT(Entity entity) // 0x49482F9FCD825AAA 0xC4736ED3 b323

_0xA7092AFE81944852

void CAM::_0xA7092AFE81944852() // 0xA7092AFE81944852  b2189

_0xFD3151CD37EA2245

void CAM::_0xFD3151CD37EA2245(Entity entity) // 0xFD3151CD37EA2245  b323

_0xB1381B97F70C7B30

void CAM::_0xB1381B97F70C7B30() // 0xB1381B97F70C7B30  b1180
Sets some flag on cinematic camera

_0xDD79DF9F4D26E1C9

void CAM::_0xDD79DF9F4D26E1C9() // 0xDD79DF9F4D26E1C9 0x6B0E9D57 b323

IS_SPHERE_VISIBLE

BOOL CAM::IS_SPHERE_VISIBLE(float x, float y, float z, float radius) // 0xE33D59DA70B58FDF 0xDD1329E2 b323

IS_FOLLOW_PED_CAM_ACTIVE

BOOL CAM::IS_FOLLOW_PED_CAM_ACTIVE() // 0xC6D3D26810C8E0F9 0x9F9E856C b323

SET_FOLLOW_PED_CAM_THIS_UPDATE

BOOL CAM::SET_FOLLOW_PED_CAM_THIS_UPDATE(const char* camName, int p1) // 0x44A113DD6FFC48D1 0x1425F6AC b323
From the scripts:

CAM::SET_FOLLOW_PED_CAM_THIS_UPDATE("FOLLOW_PED_ATTACHED_TO_ROPE_CAMERA", 0);
CAM::SET_FOLLOW_PED_CAM_THIS_UPDATE("FOLLOW_PED_ON_EXILE1_LADDER_CAMERA", 1500);
CAM::SET_FOLLOW_PED_CAM_THIS_UPDATE("FOLLOW_PED_SKY_DIVING_CAMERA", 0);
CAM::SET_FOLLOW_PED_CAM_THIS_UPDATE("FOLLOW_PED_SKY_DIVING_CAMERA", 3000);
CAM::SET_FOLLOW_PED_CAM_THIS_UPDATE("FOLLOW_PED_SKY_DIVING_FAMILY5_CAMERA", 0);
CAM::SET_FOLLOW_PED_CAM_THIS_UPDATE("FOLLOW_PED_SKY_DIVING_CAMERA", 0);

_0x271401846BD26E92

void CAM::_0x271401846BD26E92(BOOL p0, BOOL p1) // 0x271401846BD26E92 0x8DC53629 b323

_0xC8391C309684595A

void CAM::_0xC8391C309684595A() // 0xC8391C309684595A 0x1F9DE6E4 b323

_CLAMP_GAMEPLAY_CAM_YAW

void CAM::_CLAMP_GAMEPLAY_CAM_YAW(float minimum, float maximum) // 0x8F993D26E0CA5E8E 0x749909AC b323
minimum: Degrees between -180f and 180f.
maximum: Degrees between -180f and 180f.

Clamps the gameplay camera's current yaw.

Eg. _CLAMP_GAMEPLAY_CAM_YAW(0.0f, 0.0f) will set the horizontal angle directly behind the player.

_CLAMP_GAMEPLAY_CAM_PITCH

void CAM::_CLAMP_GAMEPLAY_CAM_PITCH(float minimum, float maximum) // 0xA516C198B7DCA1E1 0xFA3A16E7 b323
minimum: Degrees between -90f and 90f.
maximum: Degrees between -90f and 90f.

Clamps the gameplay camera's current pitch.

Eg. _CLAMP_GAMEPLAY_CAM_PITCH(0.0f, 0.0f) will set the vertical angle directly behind the player.

_ANIMATE_GAMEPLAY_CAM_ZOOM

void CAM::_ANIMATE_GAMEPLAY_CAM_ZOOM(float p0, float distance) // 0xDF2E1F7742402E81 0x77340650 b323
Seems to animate the gameplay camera zoom.

Eg. _ANIMATE_GAMEPLAY_CAM_ZOOM(1f, 1000f);
will animate the camera zooming in from 1000 meters away.

Game scripts use it like this:

// Setting this to 1 prevents V key from changing zoom
PLAYER::SET_PLAYER_FORCED_ZOOM(PLAYER::PLAYER_ID(), 1);

// These restrict how far you can move cam up/down left/right
CAM::_CLAMP_GAMEPLAY_CAM_YAW(-20f, 50f);
CAM::_CLAMP_GAMEPLAY_CAM_PITCH(-60f, 0f);

CAM::_ANIMATE_GAMEPLAY_CAM_ZOOM(1f, 1f);

SET_IN_VEHICLE_CAM_STATE_THIS_UPDATE

void CAM::SET_IN_VEHICLE_CAM_STATE_THIS_UPDATE(Vehicle p0, int p1) // 0xE9EA16D6E54CDCA4 0x4B22C5CB b323

_DISABLE_FIRST_PERSON_CAM_THIS_FRAME

void CAM::_DISABLE_FIRST_PERSON_CAM_THIS_FRAME() // 0xDE2EF5DA284CC8DF  b323
Disables first person camera for the current frame.

Found in decompiled scripts:
GRAPHICS::DRAW_DEBUG_TEXT_2D("Disabling First Person Cam", 0.5, 0.8, 0.0, 0, 0, 255, 255);
CAM::_DE2EF5DA284CC8DF();

_0x59424BD75174C9B1

void CAM::_0x59424BD75174C9B1() // 0x59424BD75174C9B1  b323

_0x9F97DA93681F87EA

void CAM::_0x9F97DA93681F87EA() // 0x9F97DA93681F87EA  b1734
B*

GET_FOLLOW_PED_CAM_ZOOM_LEVEL

int CAM::GET_FOLLOW_PED_CAM_ZOOM_LEVEL() // 0x33E6C8EFD0CD93E9 0x57583DF1 b323

GET_FOLLOW_PED_CAM_VIEW_MODE

int CAM::GET_FOLLOW_PED_CAM_VIEW_MODE() // 0x8D4D46230B2C353A 0xA65FF946 b323
Returns
0 - Third Person Close
1 - Third Person Mid
2 - Third Person Far
4 - First Person

SET_FOLLOW_PED_CAM_VIEW_MODE

void CAM::SET_FOLLOW_PED_CAM_VIEW_MODE(int viewMode) // 0x5A4F9EDF1673F704 0x495DBE8D b323
Sets the type of Player camera:

0 - Third Person Close
1 - Third Person Mid
2 - Third Person Far
4 - First Person

IS_FOLLOW_VEHICLE_CAM_ACTIVE

BOOL CAM::IS_FOLLOW_VEHICLE_CAM_ACTIVE() // 0xCBBDE6D335D6D496 0x8DD49B77 b323

_0x91EF6EE6419E5B97

void CAM::_0x91EF6EE6419E5B97(BOOL p0) // 0x91EF6EE6419E5B97 0x9DB5D391 b323

_0x9DFE13ECDC1EC196

void CAM::_0x9DFE13ECDC1EC196(BOOL p0, BOOL p1) // 0x9DFE13ECDC1EC196 0x92302899 b323
SET_FOLLOW_*

_0x79C0E43EB9B944E2

BOOL CAM::_0x79C0E43EB9B944E2(Hash hash) // 0x79C0E43EB9B944E2  b1734

GET_FOLLOW_VEHICLE_CAM_ZOOM_LEVEL

int CAM::GET_FOLLOW_VEHICLE_CAM_ZOOM_LEVEL() // 0xEE82280AB767B690 0x8CD67DE3 b323

SET_FOLLOW_VEHICLE_CAM_ZOOM_LEVEL

void CAM::SET_FOLLOW_VEHICLE_CAM_ZOOM_LEVEL(int zoomLevel) // 0x19464CB6E4078C8A 0x8F55EBBE b323

GET_FOLLOW_VEHICLE_CAM_VIEW_MODE

int CAM::GET_FOLLOW_VEHICLE_CAM_VIEW_MODE() // 0xA4FF579AC0E3AAAE 0xA4B4DB03 b323
Returns the type of camera:

0 - Third Person Close
1 - Third Person Mid
2 - Third Person Far
4 - First Person

SET_FOLLOW_VEHICLE_CAM_VIEW_MODE

void CAM::SET_FOLLOW_VEHICLE_CAM_VIEW_MODE(int viewMode) // 0xAC253D7842768F48 0xC4FBBBD3 b323
Sets the type of Player camera in vehicles:

0 - Third Person Close
1 - Third Person Mid
2 - Third Person Far
4 - First Person

_0xEE778F8C7E1142E2

Any CAM::_0xEE778F8C7E1142E2(Any p0) // 0xEE778F8C7E1142E2 0xF3B148A6 b323
interprets the result of CAM::_0x19CAFA3C87F7C2FF()

example: // checks if you're currently in first person
if ((CAM::_EE778F8C7E1142E2(CAM::_19CAFA3C87F7C2FF()) == 4) && (!__463_$28ED382849B17AFC())) {
HUD::_FDEC055AB549E328();
HUD::_SET_NOTIFICATION_TEXT_ENTRY("REC_FEED_WAR");
l_CE[0/*1*/] = HUD::_DRAW_NOTIFICATION(0, 1);
}

_0x2A2173E46DAECD12

void CAM::_0x2A2173E46DAECD12(Any p0, Any p1) // 0x2A2173E46DAECD12 0x1DEBCB45 b323

_0x19CAFA3C87F7C2FF

Any CAM::_0x19CAFA3C87F7C2FF() // 0x19CAFA3C87F7C2FF  b323
Seems to return the current type of view
example: // checks if you're currently in first person
if ((CAM::_EE778F8C7E1142E2(CAM::_19CAFA3C87F7C2FF()) == 4) && (!__463_$28ED382849B17AFC())) {
    HUD::_FDEC055AB549E328();
    HUD::_SET_NOTIFICATION_TEXT_ENTRY("REC_FEED_WAR");
    l_CE[0/*1*/] = HUD::_DRAW_NOTIFICATION(0, 1);
}

_USE_STUNT_CAMERA_THIS_FRAME

void CAM::_USE_STUNT_CAMERA_THIS_FRAME() // 0x6493CF69859B116A  b791

_SET_GAMEPLAY_CAM_HASH

void CAM::_SET_GAMEPLAY_CAM_HASH(const char* camName) // 0x425A920FDB9A0DDA  b1180
Sets gameplay camera to hash

_0x0AA27680A0BD43FA

void CAM::_0x0AA27680A0BD43FA() // 0x0AA27680A0BD43FA  b1103

_SET_FOLLOW_TURRET_SEAT_CAM

void CAM::_SET_FOLLOW_TURRET_SEAT_CAM(int seatIndex) // 0x5C90CAB09951A12F  b1365

IS_AIM_CAM_ACTIVE

BOOL CAM::IS_AIM_CAM_ACTIVE() // 0x68EDDA28A5976D07 0xC24B4F6F b323

_IS_AIM_CAM_THIRD_PERSON_ACTIVE

BOOL CAM::_IS_AIM_CAM_THIRD_PERSON_ACTIVE() // 0x74BD83EA840F6BC9 0x8F320DE4 b323
IS_A*

IS_FIRST_PERSON_AIM_CAM_ACTIVE

BOOL CAM::IS_FIRST_PERSON_AIM_CAM_ACTIVE() // 0x5E346D934122613F 0xD6280468 b323

DISABLE_AIM_CAM_THIS_UPDATE

void CAM::DISABLE_AIM_CAM_THIS_UPDATE() // 0x1A31FE0049E542F6 0x1BAA7182 b323

GET_FIRST_PERSON_AIM_CAM_ZOOM_FACTOR

float CAM::GET_FIRST_PERSON_AIM_CAM_ZOOM_FACTOR() // 0x7EC52CC40597D170 0x33951005 b323

SET_FIRST_PERSON_AIM_CAM_ZOOM_FACTOR

void CAM::SET_FIRST_PERSON_AIM_CAM_ZOOM_FACTOR(float zoomFactor) // 0x70894BD0915C5BCA 0x9F4AF763 b323

_0xCED08CBE8EBB97C7

void CAM::_0xCED08CBE8EBB97C7(float p0, float p1) // 0xCED08CBE8EBB97C7 0x68BA0730 b323

_0x2F7F2B26DD3F18EE

void CAM::_0x2F7F2B26DD3F18EE(float p0, float p1) // 0x2F7F2B26DD3F18EE 0x2F29F0D5 b323

_SET_FIRST_PERSON_CAM_PITCH_RANGE

void CAM::_SET_FIRST_PERSON_CAM_PITCH_RANGE(float p0, float p1) // 0xBCFC632DB7673BF0 0x76DAC96C b323

SET_FIRST_PERSON_AIM_CAM_NEAR_CLIP_THIS_UPDATE

void CAM::SET_FIRST_PERSON_AIM_CAM_NEAR_CLIP_THIS_UPDATE(float p0) // 0x0AF7B437918103B3 0x0E21069D b323

SET_THIRD_PERSON_AIM_CAM_NEAR_CLIP_THIS_UPDATE

void CAM::SET_THIRD_PERSON_AIM_CAM_NEAR_CLIP_THIS_UPDATE(float p0) // 0x42156508606DE65E 0x71E9C63E b323

_0x4008EDF7D6E48175

void CAM::_0x4008EDF7D6E48175(BOOL p0) // 0x4008EDF7D6E48175 0xD1EEBC45 b323

_0x380B4968D1E09E55

void CAM::_0x380B4968D1E09E55() // 0x380B4968D1E09E55  b1290

GET_FINAL_RENDERED_CAM_COORD

Vector3 CAM::GET_FINAL_RENDERED_CAM_COORD() // 0xA200EB1EE790F448 0x9C84BDA0 b323

GET_FINAL_RENDERED_CAM_ROT

Vector3 CAM::GET_FINAL_RENDERED_CAM_ROT(int rotationOrder) // 0x5B4E4C817FCC2DFB 0x1FFBEFC5 b323
p0 seems to consistently be 2 across scripts

Function is called faily often by CAM::CREATE_CAM_WITH_PARAMS

GET_FINAL_RENDERED_IN_WHEN_FRIENDLY_ROT

Vector3 CAM::GET_FINAL_RENDERED_IN_WHEN_FRIENDLY_ROT(Player player, int rotationOrder) // 0x26903D9CD1175F2C 0xACADF916 b323

GET_FINAL_RENDERED_CAM_FOV

float CAM::GET_FINAL_RENDERED_CAM_FOV() // 0x80EC114669DAEFF4 0x721B763B b323
Gets some camera fov

GET_FINAL_RENDERED_IN_WHEN_FRIENDLY_FOV

float CAM::GET_FINAL_RENDERED_IN_WHEN_FRIENDLY_FOV(Player player) // 0x5F35F6732C3FBBA0 0x23E3F106 b323

GET_FINAL_RENDERED_CAM_NEAR_CLIP

float CAM::GET_FINAL_RENDERED_CAM_NEAR_CLIP() // 0xD0082607100D7193 0x457AE195 b323

GET_FINAL_RENDERED_CAM_FAR_CLIP

float CAM::GET_FINAL_RENDERED_CAM_FAR_CLIP() // 0xDFC8CBC606FDB0FC 0x46CB3A49 b323

GET_FINAL_RENDERED_CAM_NEAR_DOF

float CAM::GET_FINAL_RENDERED_CAM_NEAR_DOF() // 0xA03502FC581F7D9B 0x19297A7A b323

GET_FINAL_RENDERED_CAM_FAR_DOF

float CAM::GET_FINAL_RENDERED_CAM_FAR_DOF() // 0x9780F32BCAF72431 0xF24777CA b323

GET_FINAL_RENDERED_CAM_MOTION_BLUR_STRENGTH

float CAM::GET_FINAL_RENDERED_CAM_MOTION_BLUR_STRENGTH() // 0x162F9D995753DC19 0x38992E83 b323

SET_GAMEPLAY_COORD_HINT

void CAM::SET_GAMEPLAY_COORD_HINT(float x, float y, float z, int duration, int blendOutDuration, int blendInDuration, int unk) // 0xD51ADCD2D8BC0FB3 0xF27483C9 b323

SET_GAMEPLAY_PED_HINT

void CAM::SET_GAMEPLAY_PED_HINT(Ped p0, float x1, float y1, float z1, BOOL p4, Any p5, Any p6, Any p7) // 0x2B486269ACD548D3 0x7C27343E b323

SET_GAMEPLAY_VEHICLE_HINT

void CAM::SET_GAMEPLAY_VEHICLE_HINT(Vehicle vehicle, float offsetX, float offsetY, float offsetZ, BOOL p4, int time, int easeInTime, int easeOutTime) // 0xA2297E18F3E71C2E 0x2C9A11D8 b323
Focuses the camera on the specified vehicle.

SET_GAMEPLAY_OBJECT_HINT

void CAM::SET_GAMEPLAY_OBJECT_HINT(Any p0, float p1, float p2, float p3, BOOL p4, Any p5, Any p6, Any p7) // 0x83E87508A2CA2AC6 0x2ED5E2F8 b323

SET_GAMEPLAY_ENTITY_HINT

void CAM::SET_GAMEPLAY_ENTITY_HINT(Entity entity, float xOffset, float yOffset, float zOffset, BOOL p4, int p5, int p6, int p7, Any p8) // 0x189E955A8313E298 0x66C32306 b323
p6 & p7 - possibly length or time

IS_GAMEPLAY_HINT_ACTIVE

BOOL CAM::IS_GAMEPLAY_HINT_ACTIVE() // 0xE520FF1AD2785B40 0xAD8DA205 b323

STOP_GAMEPLAY_HINT

void CAM::STOP_GAMEPLAY_HINT(BOOL p0) // 0xF46C581C61718916 0x1BC28B7B b323

_0xCCD078C2665D2973

void CAM::_0xCCD078C2665D2973(BOOL p0) // 0xCCD078C2665D2973 0xCAFEE798 b323
This native does absolutely nothing, just a nullsub

_0x247ACBC4ABBC9D1C

void CAM::_0x247ACBC4ABBC9D1C(BOOL p0) // 0x247ACBC4ABBC9D1C  b323

_0xBF72910D0F26F025

Any CAM::_0xBF72910D0F26F025() // 0xBF72910D0F26F025  b323

SET_GAMEPLAY_HINT_FOV

void CAM::SET_GAMEPLAY_HINT_FOV(float FOV) // 0x513403FB9C56211F 0x96FD173B b323

SET_GAMEPLAY_HINT_FOLLOW_DISTANCE_SCALAR

void CAM::SET_GAMEPLAY_HINT_FOLLOW_DISTANCE_SCALAR(float value) // 0xF8BDBF3D573049A1 0x72E8CD3A b323
Old name: _SET_GAMEPLAY_HINT_ANIM_OFFSETZ

SET_GAMEPLAY_HINT_BASE_ORBIT_PITCH_OFFSET

void CAM::SET_GAMEPLAY_HINT_BASE_ORBIT_PITCH_OFFSET(float value) // 0xD1F8363DFAD03848 0x79472AE3 b323
Old name: _SET_GAMEPLAY_HINT_ANGLE

_SET_GAMEPLAY_HINT_ANIM_OFFSETX

void CAM::_SET_GAMEPLAY_HINT_ANIM_OFFSETX(float xOffset) // 0x5D7B620DAE436138 0xFC7464A0 b323

_SET_GAMEPLAY_HINT_ANIM_OFFSETY

void CAM::_SET_GAMEPLAY_HINT_ANIM_OFFSETY(float yOffset) // 0xC92717EF615B6704 0x3554AA0E b323

_SET_GAMEPLAY_HINT_ANIM_CLOSEUP

void CAM::_SET_GAMEPLAY_HINT_ANIM_CLOSEUP(BOOL toggle) // 0xE3433EADAAF7EE40 0x2F0CE859 b323

SET_CINEMATIC_BUTTON_ACTIVE

void CAM::SET_CINEMATIC_BUTTON_ACTIVE(BOOL p0) // 0x51669F7D1FB53D9F 0x3FBC5D00 b323

IS_CINEMATIC_CAM_RENDERING

BOOL CAM::IS_CINEMATIC_CAM_RENDERING() // 0xB15162CB5826E9E8 0x80471AD9 b323

SHAKE_CINEMATIC_CAM

void CAM::SHAKE_CINEMATIC_CAM(const char* p0, float p1) // 0xDCE214D9ED58F3CF 0x61815F31 b323
p0 argument found in the b617d scripts: "DRUNK_SHAKE"

Full list of cam shake types by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/camShakeTypesCompact.json

IS_CINEMATIC_CAM_SHAKING

BOOL CAM::IS_CINEMATIC_CAM_SHAKING() // 0xBBC08F6B4CB8FF0A 0x8376D939 b323

SET_CINEMATIC_CAM_SHAKE_AMPLITUDE

void CAM::SET_CINEMATIC_CAM_SHAKE_AMPLITUDE(float p0) // 0xC724C701C30B2FE7 0x67510C4B b323

STOP_CINEMATIC_CAM_SHAKING

void CAM::STOP_CINEMATIC_CAM_SHAKING(BOOL p0) // 0x2238E588E588A6D7 0x71C12904 b323

_DISABLE_VEHICLE_FIRST_PERSON_CAM_THIS_FRAME

void CAM::_DISABLE_VEHICLE_FIRST_PERSON_CAM_THIS_FRAME() // 0xADFF1B2A555F5FBA 0x5AC6DAC9 b323

_0x62ECFCFDEE7885D6

void CAM::_0x62ECFCFDEE7885D6() // 0x62ECFCFDEE7885D6 0x837F8581 b323

_INVALIDATE_VEHICLE_IDLE_CAM

void CAM::_INVALIDATE_VEHICLE_IDLE_CAM() // 0x9E4CFFF989258472 0x65DDE8AF b323
Resets the vehicle idle camera timer. Calling this in a loop will disable the idle camera.

INVALIDATE_IDLE_CAM

void CAM::INVALIDATE_IDLE_CAM() // 0xF4F2C0D4EE209E20 0xD75CDD75 b323
Resets the idle camera timer. Calling that in a loop once every few seconds is enough to disable the idle cinematic camera.

IS_CINEMATIC_IDLE_CAM_RENDERING

BOOL CAM::IS_CINEMATIC_IDLE_CAM_RENDERING() // 0xCA9D2AA3E326D720 0x96A07066 b323

_IS_IN_VEHICLE_CAM_DISABLED

BOOL CAM::_IS_IN_VEHICLE_CAM_DISABLED() // 0x4F32C0D5A90A9B40  b323

CREATE_CINEMATIC_SHOT

void CAM::CREATE_CINEMATIC_SHOT(Any p0, int p1, Any p2, Entity entity) // 0x741B0129D4560F31 0xAC494E35 b323

IS_CINEMATIC_SHOT_ACTIVE

BOOL CAM::IS_CINEMATIC_SHOT_ACTIVE(Any p0) // 0xCC9F3371A7C28BC9 0xA4049042 b323

STOP_CINEMATIC_SHOT

void CAM::STOP_CINEMATIC_SHOT(Hash p0) // 0x7660C6E75D3A078E 0xD78358C5 b323
Only used once in carsteal3 with p0 set to -1096069633 (CAMERA_MAN_SHOT)

FORCE_CINEMATIC_RENDERING_THIS_UPDATE

void CAM::FORCE_CINEMATIC_RENDERING_THIS_UPDATE(BOOL p0) // 0xA41BCD7213805AAC 0xFBB85E02 b323

_0xDC9DA9E8789F5246

void CAM::_0xDC9DA9E8789F5246() // 0xDC9DA9E8789F5246 0x4938C82F b323

SET_CINEMATIC_MODE_ACTIVE

void CAM::SET_CINEMATIC_MODE_ACTIVE(BOOL toggle) // 0xDCF0754AC3D6FD4E 0x2009E747 b323
Toggles the vehicle cinematic cam; requires the player ped to be in a vehicle to work.

_0x1F2300CB7FA7B7F6

Any CAM::_0x1F2300CB7FA7B7F6() // 0x1F2300CB7FA7B7F6 0x6739AD55 b323

_0x17FCA7199A530203

Any CAM::_0x17FCA7199A530203() // 0x17FCA7199A530203  b323

_0xD7360051C885628B

Any CAM::_0xD7360051C885628B() // 0xD7360051C885628B  b372

_IS_CINEMATIC_CAM_ACTIVE

BOOL CAM::_IS_CINEMATIC_CAM_ACTIVE() // 0xF5F1E89A970B7796  b1493
Tests some cinematic camera flags

_0x7B8A361C1813FBEF

void CAM::_0x7B8A361C1813FBEF() // 0x7B8A361C1813FBEF  b573

STOP_CUTSCENE_CAM_SHAKING

void CAM::STOP_CUTSCENE_CAM_SHAKING() // 0xDB629FFD9285FA06 0xF07D603D b323

_0x324C5AA411DA7737

void CAM::_0x324C5AA411DA7737(Any p0) // 0x324C5AA411DA7737  b323

_0x12DED8CA53D47EA5

void CAM::_0x12DED8CA53D47EA5(float p0) // 0x12DED8CA53D47EA5 0x067BA6F5 b323
Hardcoded to only work in multiplayer.

GET_FOCUS_PED_ON_SCREEN

Ped CAM::GET_FOCUS_PED_ON_SCREEN(float p0, int p1, float p2, float p3, float p4, float p5, float p6, int p7, int p8) // 0x89215EC747DF244A 0xFD99BE2B b323

_0x5A43C76F7FC7BA5F

void CAM::_0x5A43C76F7FC7BA5F() // 0x5A43C76F7FC7BA5F 0xE206C450 b323

_SET_CAM_EFFECT

void CAM::_SET_CAM_EFFECT(int p0) // 0x80C8B1846639BB19 0xB06CCD38 b323
if p0 is 0, effect is cancelled

if p0 is 1, effect zooms in, gradually tilts cam clockwise apx 30 degrees, wobbles slowly. Motion blur is active until cancelled.

if p0 is 2, effect immediately tilts cam clockwise apx 30 degrees, begins to wobble slowly, then gradually tilts cam back to normal. The wobbling will continue until the effect is cancelled.

_0x5C41E6BABC9E2112

void CAM::_0x5C41E6BABC9E2112(Any p0) // 0x5C41E6BABC9E2112  b323

_SET_GAMEPLAY_CAM_VEHICLE_CAMERA

void CAM::_SET_GAMEPLAY_CAM_VEHICLE_CAMERA(const char* vehicleName) // 0x21E253A7F8DA5DFB  b323
From b617 scripts:

CAM::_21E253A7F8DA5DFB("DINGHY");
CAM::_21E253A7F8DA5DFB("ISSI2");
CAM::_21E253A7F8DA5DFB("SPEEDO");

_SET_GAMEPLAY_CAM_VEHICLE_CAMERA_NAME

void CAM::_SET_GAMEPLAY_CAM_VEHICLE_CAMERA_NAME(Hash vehicleModel) // 0x11FA5D3479C7DD47  b323

_0xEAF0FA793D05C592

Any CAM::_0xEAF0FA793D05C592() // 0xEAF0FA793D05C592  b323

_0x62374889A4D59F72

void CAM::_0x62374889A4D59F72() // 0x62374889A4D59F72  b877

_REPLAY_FREE_CAM_GET_MAX_RANGE

float CAM::_REPLAY_FREE_CAM_GET_MAX_RANGE() // 0x8BFCEB5EA1B161B6  b323

CLOCK

SET_CLOCK_TIME

void CLOCK::SET_CLOCK_TIME(int hour, int minute, int second) // 0x47C3B5848C3E45D8 0x26F6AF14 b323
SET_CLOCK_TIME(12, 34, 56);

PAUSE_CLOCK

void CLOCK::PAUSE_CLOCK(BOOL toggle) // 0x4055E40BD2DBEC1D 0xB02D6124 b323

ADVANCE_CLOCK_TIME_TO

void CLOCK::ADVANCE_CLOCK_TIME_TO(int hour, int minute, int second) // 0xC8CA9670B9D83B3B 0x57B8DA7C b323

ADD_TO_CLOCK_TIME

void CLOCK::ADD_TO_CLOCK_TIME(int hours, int minutes, int seconds) // 0xD716F30D8C8980E2 0xCC40D20D b323

GET_CLOCK_HOURS

int CLOCK::GET_CLOCK_HOURS() // 0x25223CA6B4D20B7F 0x7EF8316F b323
Gets the current ingame hour, expressed without zeros. (09:34 will be represented as 9)

GET_CLOCK_MINUTES

int CLOCK::GET_CLOCK_MINUTES() // 0x13D2B8ADD79640F2 0x94AAC486 b323
Gets the current ingame clock minute.

GET_CLOCK_SECONDS

int CLOCK::GET_CLOCK_SECONDS() // 0x494E97C2EF27C470 0x099C927E b323
Gets the current ingame clock second. Note that ingame clock seconds change really fast since a day in GTA is only 48 minutes in real life.

SET_CLOCK_DATE

void CLOCK::SET_CLOCK_DATE(int day, int month, int year) // 0xB096419DF0D06CE7 0x96891C94 b323

GET_CLOCK_DAY_OF_WEEK

int CLOCK::GET_CLOCK_DAY_OF_WEEK() // 0xD972E4BD7AEB235F 0x84E4A289 b323
Gets the current day of the week.

0: Sunday
1: Monday
2: Tuesday
3: Wednesday
4: Thursday
5: Friday
6: Saturday

GET_CLOCK_DAY_OF_MONTH

int CLOCK::GET_CLOCK_DAY_OF_MONTH() // 0x3D10BC92A4DB1D35 0xC7A5ACB7 b323

GET_CLOCK_MONTH

int CLOCK::GET_CLOCK_MONTH() // 0xBBC72712E80257A1 0x3C48A3D5 b323

GET_CLOCK_YEAR

int CLOCK::GET_CLOCK_YEAR() // 0x961777E64BDAF717 0xB8BECF15 b323

GET_MILLISECONDS_PER_GAME_MINUTE

int CLOCK::GET_MILLISECONDS_PER_GAME_MINUTE() // 0x2F8B4D1C595B11DB 0x3B74095C b323

GET_POSIX_TIME

void CLOCK::GET_POSIX_TIME(int* year, int* month, int* day, int* hour, int* minute, int* second) // 0xDA488F299A5B164E 0xE15A5281 b323
Gets system time as year, month, day, hour, minute and second.

Example usage:

    int year;
 int month;
    int day;
  int hour;
 int minute;
   int second;

 TIME::GET_POSIX_TIME(&year, &month, &day, &hour, &minute, &second);

GET_UTC_TIME

void CLOCK::GET_UTC_TIME(int* year, int* month, int* day, int* hour, int* minute, int* second) // 0x8117E09A19EEF4D3 0xC589CD7D b323
Gets current UTC time 

GET_LOCAL_TIME

void CLOCK::GET_LOCAL_TIME(int* year, int* month, int* day, int* hour, int* minute, int* second) // 0x50C7A99057A69748 0x124BCFA2 b323
Gets local system time as year, month, day, hour, minute and second.

Example usage:

int year;
int month;
int day;
int hour;
int minute;
int second;
or use std::tm struct

TIME::GET_LOCAL_TIME(&year, &month, &day, &hour, &minute, &second);

CUTSCENE

REQUEST_CUTSCENE

void CUTSCENE::REQUEST_CUTSCENE(const char* cutsceneName, int flags) // 0x7A86743F475D9E09 0xB5977853 b323
flags: Usually 8

REQUEST_CUTSCENE_WITH_PLAYBACK_LIST

void CUTSCENE::REQUEST_CUTSCENE_WITH_PLAYBACK_LIST(const char* cutsceneName, int playbackFlags, int flags) // 0xC23DE0E91C30B58C 0xD98F656A b323
flags: Usually 8

playbackFlags: Which scenes should be played.
Example: 0x105 (bit 0, 2 and 8 set) will enable scene 1, 3 and 9.

REMOVE_CUTSCENE

void CUTSCENE::REMOVE_CUTSCENE() // 0x440AF51A3462B86F 0x8052F533 b323

HAS_CUTSCENE_LOADED

BOOL CUTSCENE::HAS_CUTSCENE_LOADED() // 0xC59F528E9AB9F339 0xF9998582 b323

HAS_THIS_CUTSCENE_LOADED

BOOL CUTSCENE::HAS_THIS_CUTSCENE_LOADED(const char* cutsceneName) // 0x228D3D94F8A11C3C 0x3C5619F2 b323

_0x8D9DF6ECA8768583

void CUTSCENE::_0x8D9DF6ECA8768583(int threadId) // 0x8D9DF6ECA8768583 0x25A2CABC b323
SET_SCRIPT_*

Sets the cutscene's owning thread ID.

CAN_REQUEST_ASSETS_FOR_CUTSCENE_ENTITY

BOOL CUTSCENE::CAN_REQUEST_ASSETS_FOR_CUTSCENE_ENTITY() // 0xB56BBBCC2955D9CB 0xDD8878E9 b323

IS_CUTSCENE_PLAYBACK_FLAG_SET

BOOL CUTSCENE::IS_CUTSCENE_PLAYBACK_FLAG_SET(int flag) // 0x71B74D2AE19338D0 0x7B93CDAA b323

SET_CUTSCENE_ENTITY_STREAMING_FLAGS

void CUTSCENE::SET_CUTSCENE_ENTITY_STREAMING_FLAGS(const char* cutsceneEntName, int p1, int p2) // 0x4C61C75BEE8184C2 0x47DB08A9 b323

REQUEST_CUT_FILE

void CUTSCENE::REQUEST_CUT_FILE(const char* cutsceneName) // 0x06A3524161C502BA 0x0D732CD6 b323
Simply loads the cutscene and doesn't do extra stuff that REQUEST_CUTSCENE does.

HAS_CUT_FILE_LOADED

BOOL CUTSCENE::HAS_CUT_FILE_LOADED(const char* cutsceneName) // 0xA1C996C2A744262E 0x56D5B144 b323
Simply checks if the cutscene has loaded and doesn't check via CutSceneManager as opposed to HAS_[THIS]_CUTSCENE_LOADED.

REMOVE_CUT_FILE

void CUTSCENE::REMOVE_CUT_FILE(const char* cutsceneName) // 0xD00D76A7DFC9D852 0xB70D7C6D b323
Simply unloads the cutscene and doesn't do extra stuff that REMOVE_CUTSCENE does.

_GET_CUT_FILE_NUM_SECTIONS

int CUTSCENE::_GET_CUT_FILE_NUM_SECTIONS(const char* cutsceneName) // 0x0ABC54DE641DC0FC  b323
Jenkins hash probably is 0xFD8B1AC2

START_CUTSCENE

void CUTSCENE::START_CUTSCENE(int flags) // 0x186D5CB5E7B0FF7B 0x210106F6 b323
flags: Usually 0.

START_CUTSCENE_AT_COORDS

void CUTSCENE::START_CUTSCENE_AT_COORDS(float x, float y, float z, int flags) // 0x1C9ADDA3244A1FBF 0x58BEA436 b323
flags: Usually 0.

STOP_CUTSCENE

void CUTSCENE::STOP_CUTSCENE(BOOL p0) // 0xC7272775B4DC786E 0x5EE84DC7 b323

STOP_CUTSCENE_IMMEDIATELY

void CUTSCENE::STOP_CUTSCENE_IMMEDIATELY() // 0xD220BDD222AC4A1E 0xF528A2AD b323

SET_CUTSCENE_ORIGIN

void CUTSCENE::SET_CUTSCENE_ORIGIN(float x, float y, float z, float p3, int p4) // 0xB812B3FD1C01CF27 0xB0AD7792 b323
p3 could be heading. Needs more research.

_0x011883F41211432A

void CUTSCENE::_0x011883F41211432A(float x1, float y1, float z1, float x2, float y2, float z2, int p6) // 0x011883F41211432A  b323

GET_CUTSCENE_TIME

int CUTSCENE::GET_CUTSCENE_TIME() // 0xE625BEABBAFFDAB9 0x53F5B5AB b323

GET_CUTSCENE_TOTAL_DURATION

int CUTSCENE::GET_CUTSCENE_TOTAL_DURATION() // 0xEE53B14A19E480D4 0x0824EBE8 b323

_0x971D7B15BCDBEF99

int CUTSCENE::_0x971D7B15BCDBEF99() // 0x971D7B15BCDBEF99  b1734
GET_CUTSCENE_*

WAS_CUTSCENE_SKIPPED

BOOL CUTSCENE::WAS_CUTSCENE_SKIPPED() // 0x40C8656EDAEDD569 0xC9B6949D b323

HAS_CUTSCENE_FINISHED

BOOL CUTSCENE::HAS_CUTSCENE_FINISHED() // 0x7C0A893088881D57 0x5DED14B4 b323

IS_CUTSCENE_ACTIVE

BOOL CUTSCENE::IS_CUTSCENE_ACTIVE() // 0x991251AFC3981F84 0xCCE2FE9D b323

IS_CUTSCENE_PLAYING

BOOL CUTSCENE::IS_CUTSCENE_PLAYING() // 0xD3C2E180A40F031E 0xA3A78392 b323

GET_CUTSCENE_SECTION_PLAYING

int CUTSCENE::GET_CUTSCENE_SECTION_PLAYING() // 0x49010A6A396553D8 0x1026F0D6 b323

GET_ENTITY_INDEX_OF_CUTSCENE_ENTITY

Entity CUTSCENE::GET_ENTITY_INDEX_OF_CUTSCENE_ENTITY(const char* cutsceneEntName, Hash modelHash) // 0x0A2E9FDB9A8C62F6 0x1D09ABC7 b323

_0x583DF8E3D4AFBD98

int CUTSCENE::_0x583DF8E3D4AFBD98() // 0x583DF8E3D4AFBD98 0x5AE68AE6 b323

_0x4CEBC1ED31E8925E

BOOL CUTSCENE::_0x4CEBC1ED31E8925E(const char* cutsceneName) // 0x4CEBC1ED31E8925E  b323
This function is hard-coded to always return 1.

_0x4FCD976DA686580C

Any CUTSCENE::_0x4FCD976DA686580C(Any p0) // 0x4FCD976DA686580C  b1290

REGISTER_ENTITY_FOR_CUTSCENE

void CUTSCENE::REGISTER_ENTITY_FOR_CUTSCENE(Ped cutscenePed, const char* cutsceneEntName, int p2, Hash modelHash, int p4) // 0xE40C1C56DF95C2E8 0x7CBC3EC7 b323

GET_ENTITY_INDEX_OF_REGISTERED_ENTITY

Entity CUTSCENE::GET_ENTITY_INDEX_OF_REGISTERED_ENTITY(const char* cutsceneEntName, Hash modelHash) // 0xC0741A26499654CD 0x46D18755 b323

_0x7F96F23FA9B73327

void CUTSCENE::_0x7F96F23FA9B73327(Hash modelHash) // 0x7F96F23FA9B73327  b323
SET_VEHICLE_*

Full list of vehicles by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/vehicles.json

SET_CUTSCENE_TRIGGER_AREA

void CUTSCENE::SET_CUTSCENE_TRIGGER_AREA(float p0, float p1, float p2, float p3, float p4, float p5) // 0x9896CE4721BE84BA 0x9D76D9DE b323
Only used twice in R* scripts

CAN_SET_ENTER_STATE_FOR_REGISTERED_ENTITY

BOOL CUTSCENE::CAN_SET_ENTER_STATE_FOR_REGISTERED_ENTITY(const char* cutsceneEntName, Hash modelHash) // 0x645D0B458D8E17B5 0x55C30B26 b323
modelHash (p1) was always 0 in R* scripts

CAN_SET_EXIT_STATE_FOR_REGISTERED_ENTITY

BOOL CUTSCENE::CAN_SET_EXIT_STATE_FOR_REGISTERED_ENTITY(const char* cutsceneEntName, Hash modelHash) // 0x4C6A6451C79E4662 0x8FF5D3C4 b323

CAN_SET_EXIT_STATE_FOR_CAMERA

BOOL CUTSCENE::CAN_SET_EXIT_STATE_FOR_CAMERA(BOOL p0) // 0xB2CBCD0930DFB420 0xEDAE6C02 b323

_0xC61B86C9F61EB404

void CUTSCENE::_0xC61B86C9F61EB404(BOOL toggle) // 0xC61B86C9F61EB404 0x35721A08 b323
Toggles a value (bool) for cutscenes.

SET_*

SET_CUTSCENE_FADE_VALUES

void CUTSCENE::SET_CUTSCENE_FADE_VALUES(BOOL p0, BOOL p1, BOOL p2, BOOL p3) // 0x8093F23ABACCC7D4 0xD19EF0DD b323

_0x20746F7B1032A3C7

void CUTSCENE::_0x20746F7B1032A3C7(BOOL p0, BOOL p1, BOOL p2, BOOL p3) // 0x20746F7B1032A3C7  b323

_0x06EE9048FD080382

void CUTSCENE::_0x06EE9048FD080382(BOOL p0) // 0x06EE9048FD080382  b323

_0xA0FE76168A189DDB

int CUTSCENE::_0xA0FE76168A189DDB() // 0xA0FE76168A189DDB  b323

_0x2F137B508DE238F2

void CUTSCENE::_0x2F137B508DE238F2(BOOL p0) // 0x2F137B508DE238F2 0x8338DA1D b323

_0xE36A98D8AB3D3C66

void CUTSCENE::_0xE36A98D8AB3D3C66(BOOL p0) // 0xE36A98D8AB3D3C66 0x04377C10 b323

_0x5EDEF0CF8C1DAB3C

Any CUTSCENE::_0x5EDEF0CF8C1DAB3C() // 0x5EDEF0CF8C1DAB3C 0xDBD88708 b323

SET_CUTSCENE_CAN_BE_SKIPPED

void CUTSCENE::SET_CUTSCENE_CAN_BE_SKIPPED(BOOL p0) // 0x41FAA8FB2ECE8720 0x28D54A7F b323

REGISTER_SYNCHRONISED_SCRIPT_SPEECH

void CUTSCENE::REGISTER_SYNCHRONISED_SCRIPT_SPEECH() // 0x2131046957F31B04 0xB60CFBB9 b323

SET_CUTSCENE_PED_COMPONENT_VARIATION

void CUTSCENE::SET_CUTSCENE_PED_COMPONENT_VARIATION(const char* cutsceneEntName, int p1, int p2, int p3, Hash modelHash) // 0xBA01E7B6DEEFBBC9 0x6AF994A1 b323
Full list of ped components by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/pedComponentVariations.json

SET_CUTSCENE_PED_COMPONENT_VARIATION_FROM_PED

void CUTSCENE::SET_CUTSCENE_PED_COMPONENT_VARIATION_FROM_PED(const char* cutsceneEntName, Ped ped, Hash modelHash) // 0x2A56C06EBEF2B0D9 0x1E7DA95E b323

DOES_CUTSCENE_ENTITY_EXIST

BOOL CUTSCENE::DOES_CUTSCENE_ENTITY_EXIST(const char* cutsceneEntName, Hash modelHash) // 0x499EF20C5DB25C59 0x58E67409 b323

SET_CUTSCENE_PED_PROP_VARIATION

void CUTSCENE::SET_CUTSCENE_PED_PROP_VARIATION(const char* cutsceneEntName, int p1, int p2, int p3, Hash modelHash) // 0x0546524ADE2E9723 0x22E9A9DE b323
Thanks R*! ;)

if ((l_161 == 0) || (l_161 == 2)) {
    sub_2ea27("Trying to set Jimmy prop variation");
    CUTSCENE::_0546524ADE2E9723("Jimmy_Boston", 1, 0, 0, 0);
}

Full list of ped components by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/pedComponentVariations.json

_HAS_CUTSCENE_CUT_THIS_FRAME

BOOL CUTSCENE::_HAS_CUTSCENE_CUT_THIS_FRAME() // 0x708BDD8CD795B043 0x4315A7C5 b323
HAS_CUTSCENE_*
Possibly HAS_CUTSCENE_CUT_THIS_FRAME, needs more research.

DATAFILE

DATAFILE_WATCH_REQUEST_ID

void DATAFILE::DATAFILE_WATCH_REQUEST_ID(int id) // 0xAD6875BBC0FC899C 0x621388FF b323
Adds the given request ID to the watch list.

DATAFILE_CLEAR_WATCH_LIST

void DATAFILE::DATAFILE_CLEAR_WATCH_LIST() // 0x6CC86E78358D5119 0x5B39D0AC b323

DATAFILE_IS_VALID_REQUEST_ID

BOOL DATAFILE::DATAFILE_IS_VALID_REQUEST_ID(int index) // 0xFCCAE5B92A830878 0x01393D16 b323

DATAFILE_HAS_LOADED_FILE_DATA

BOOL DATAFILE::DATAFILE_HAS_LOADED_FILE_DATA(Any p0) // 0x15FF52B809DB2353 0x36FB8B3F b323

DATAFILE_HAS_VALID_FILE_DATA

BOOL DATAFILE::DATAFILE_HAS_VALID_FILE_DATA(Any p0) // 0xF8CC1EBE0B62E29F 0x2A9411DA b323

DATAFILE_SELECT_ACTIVE_FILE

BOOL DATAFILE::DATAFILE_SELECT_ACTIVE_FILE(Any p0) // 0x22DA66936E0FFF37 0xB41064A4 b323

DATAFILE_DELETE_REQUESTED_FILE

BOOL DATAFILE::DATAFILE_DELETE_REQUESTED_FILE(Any p0) // 0x8F5EA1C01D65A100 0x9DB63CFF b323

UGC_CREATE_CONTENT

BOOL DATAFILE::UGC_CREATE_CONTENT(Any* data, int dataCount, const char* contentName, const char* description, const char* tagsCsv, const char* contentTypeName, BOOL publish) // 0xC84527E235FCA219 0xF09157B0 b323

UGC_CREATE_MISSION

BOOL DATAFILE::UGC_CREATE_MISSION(const char* contentName, const char* description, const char* tagsCsv, const char* contentTypeName, BOOL publish) // 0xA5EFC3E847D60507 0xD96860FC b323

UGC_UPDATE_CONTENT

BOOL DATAFILE::UGC_UPDATE_CONTENT(const char* contentId, Any* data, int dataCount, const char* contentName, const char* description, const char* tagsCsv, const char* contentTypeName) // 0x648E7A5434AF7969 0x459F2683 b323

UGC_UPDATE_MISSION

BOOL DATAFILE::UGC_UPDATE_MISSION(const char* contentId, const char* contentName, const char* description, const char* tagsCsv, const char* contentTypeName) // 0x4645DE9980999E93 0xDBB83E2B b323

UGC_SET_PLAYER_DATA

BOOL DATAFILE::UGC_SET_PLAYER_DATA(const char* contentId, float rating, const char* contentTypeName) // 0x692D808C34A82143 0xBB6321BD b323

DATAFILE_SELECT_UGC_DATA

BOOL DATAFILE::DATAFILE_SELECT_UGC_DATA(int p0) // 0xA69AC4ADE82B57A4 0xE8D56DA2 b323

DATAFILE_SELECT_UGC_STATS

BOOL DATAFILE::DATAFILE_SELECT_UGC_STATS(int p0, BOOL p1) // 0x9CB0BFA7A9342C3D 0xCB6A351E b323

DATAFILE_SELECT_UGC_PLAYER_DATA

BOOL DATAFILE::DATAFILE_SELECT_UGC_PLAYER_DATA(int p0) // 0x52818819057F2B40 0xA4D1B30E b323

DATAFILE_SELECT_CREATOR_STATS

BOOL DATAFILE::DATAFILE_SELECT_CREATOR_STATS(int p0) // 0x01095C95CD46B624 0xB8515B2F b323
if ((NETWORK::_597F8DBA9B206FC7() > 0) && DATAFILE::_01095C95CD46B624(0)) {
    v_10 = DATAFILE::_GET_ROOT_OBJECT();
    v_11 = DATAFILE::_OBJECT_VALUE_GET_INTEGER(v_10, "pt");
    sub_20202(2, v_11);
    a_0 += 1;
} else { 
    a_0 += 1;
}

DATAFILE_LOAD_OFFLINE_UGC

BOOL DATAFILE::DATAFILE_LOAD_OFFLINE_UGC(const char* filename) // 0xC5238C011AF405E4 0x660C468E b323
Loads a User-Generated Content (UGC) file. These files can be found in "[GTA5]\data\ugc" and "[GTA5]\common\patch\ugc". They seem to follow a naming convention, most likely of "[name]_[part].ugc". See example below for usage.

Returns whether or not the file was successfully loaded.

Example:
DATAFILE::_LOAD_UGC_FILE("RockstarPlaylists") // loads "rockstarplaylists_00.ugc"

DATAFILE_CREATE

void DATAFILE::DATAFILE_CREATE() // 0xD27058A1CA2B13EE 0x95F8A221 b323

DATAFILE_DELETE

void DATAFILE::DATAFILE_DELETE() // 0x9AB9C1CFC8862DFB 0xDEF31B0A b323

DATAFILE_STORE_MISSION_HEADER

void DATAFILE::DATAFILE_STORE_MISSION_HEADER() // 0x2ED61456317B8178 0x4E03F632 b323

DATAFILE_FLUSH_MISSION_HEADER

void DATAFILE::DATAFILE_FLUSH_MISSION_HEADER() // 0xC55854C7D7274882 0xF11F956F b323

DATAFILE_GET_FILE_DICT

const char* DATAFILE::DATAFILE_GET_FILE_DICT() // 0x906B778CA1DC72B6 0x86DDF9C2 b323

DATAFILE_START_SAVE_TO_CLOUD

BOOL DATAFILE::DATAFILE_START_SAVE_TO_CLOUD(const char* filename) // 0x83BCCE3224735F05 0x768CBB35 b323

DATAFILE_UPDATE_SAVE_TO_CLOUD

BOOL DATAFILE::DATAFILE_UPDATE_SAVE_TO_CLOUD(BOOL* p0) // 0x4DFDD9EB705F8140 0x0B4087F7 b323

DATAFILE_IS_SAVE_PENDING

BOOL DATAFILE::DATAFILE_IS_SAVE_PENDING() // 0xBEDB96A7584AA8CF 0x5DCD0796 b323
Example:
if (!DATAFILE::_BEDB96A7584AA8CF())
{
    if (!g_109E3)
 {
        if (((sub_d4f() == 2) == 0) && (!NETWORK::NETWORK_IS_GAME_IN_PROGRESS()))
      {
            if (NETWORK::NETWORK_IS_CLOUD_AVAILABLE())
         {
                g_17A8B = 0;
            }
            if (!g_D52C)
          {
                sub_730();
            }
        }
    }
}

_0xA6EEF01087181EDD

Any DATAFILE::_0xA6EEF01087181EDD(Any p0, Any p1) // 0xA6EEF01087181EDD  b2189

_0x6AD0BD5E087866CB

void DATAFILE::_0x6AD0BD5E087866CB(Any p0) // 0x6AD0BD5E087866CB  b2189

_0xDBF860CF1DB8E599

Any DATAFILE::_0xDBF860CF1DB8E599(Any p0) // 0xDBF860CF1DB8E599  b2189

DATADICT_SET_BOOL

void DATAFILE::DATADICT_SET_BOOL(Any* objectData, const char* key, BOOL value) // 0x35124302A556A325 0x9B29D99B b323

DATADICT_SET_INT

void DATAFILE::DATADICT_SET_INT(Any* objectData, const char* key, int value) // 0xE7E035450A7948D5 0xEFCF554A b323

DATADICT_SET_FLOAT

void DATAFILE::DATADICT_SET_FLOAT(Any* objectData, const char* key, float value) // 0xC27E1CC2D795105E 0xE972CACF b323

DATADICT_SET_STRING

void DATAFILE::DATADICT_SET_STRING(Any* objectData, const char*