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void
void _CLAMP_GAMEPLAY_CAM_PITCH(float minimum, float maximum)
void
void _CLAMP_GAMEPLAY_CAM_YAW(float minimum, float maximum)
void
void STOP_CAM_SHAKING(Cam cam, BOOL p1)
void
void STOP_GAMEPLAY_HINT(BOOL p0)
void
void STOP_GAMEPLAY_CAM_SHAKING(BOOL p0)
void
void STOP_CAM_POINTING(Cam cam)
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)
Cam
Cam CREATE_CAM_WITH_PARAMS(char* camName, float posX, float posY, float posZ, float rotX, float rotY, float rotZ, float fov, BOOL p8, int p9)
Cam
Cam CREATE_CAMERA(Hash camHash, BOOL p1)
Cam
Cam CREATE_CAM(char* camName, BOOL unk)
void
void POINT_CAM_AT_COORD(Cam cam, float x, float y, float z)
void
void POINT_CAM_AT_ENTITY(Cam cam, Entity entity, float p2, float p3, float p4, BOOL p5)
void
void ATTACH_CAM_TO_PED_BONE(Cam cam, Ped ped, int boneIndex, float x, float y, float z, BOOL heading)
void
void ATTACH_CAM_TO_ENTITY(Cam cam, Entity entity, float xOffset, float yOffset, float zOffset, BOOL isRelative)
BOOL
BOOL IS_SCREEN_FADING_IN()
BOOL
BOOL IS_SCREEN_FADING_OUT()
BOOL
BOOL IS_SCREEN_FADED_IN()
BOOL
BOOL IS_SCREEN_FADED_OUT()