native FCNPC_InitMapAndreas(address);
native FCNPC_IsValid(npcid);
native FCNPC_IsStreamedIn(npcid, forplayerid);
native FCNPC_SetAngleToPos(npcid, Float:X, Float:Y);
native FCNPC_SetAngleToPlayer(npcid, playerid);
native FCNPC_SetInvulnerable(npcid, bool:invulnerable = true);
native FCNPC_IsInvulnerable(npcid);
native FCNPC_SetWeaponSkillLevel(npcid, skill, level);
native FCNPC_GetWeaponSkillLevel(npcid, skill);
native FCNPC_SetWeaponState(npcid, weaponstate);
native FCNPC_GetWeaponState(npcid);
native FCNPC_SetWeaponDamage(npcid, weaponid, Float:damage);
native Float:FCNPC_GetWeaponDamage(npcid, weaponid);
native FCNPC_SetWeaponReloadTime(npcid, weaponid, time);
native FCNPC_GetWeaponReloadTime(npcid, weaponid);
native FCNPC_SetWeaponShootTime(npcid, weaponid, time);
native FCNPC_GetWeaponShootTime(npcid, weaponid);
native FCNPC_SetWeaponClipSize(npcid, weaponid, size);
native FCNPC_GetWeaponClipSize(npcid, weaponid);
native FCNPC_SetWeaponInfo(npcid, weaponid, Float:damage = -1.0, reload_time = -1, shoot_time = -1, clip_size = -1);
native FCNPC_GetWeaponInfo(npcid, weaponid, &Float:damage = -1.0, &reload_time = -1, &shoot_time = -1, &clip_size = -1);
native FCNPC_SetWeaponDefaultInfo(weaponid, Float:damage = -1.0, reload_time = -1, shoot_time = -1, clip_size = -1);
native FCNPC_GetWeaponDefaultInfo(weaponid, &Float:damage = -1.0, &reload_time = -1, &shoot_time = -1, &clip_size = -1);
native FCNPC_SetAnimation(npcid, animationid, Float:fDelta = 4.1, loop = 0, lockx = 1, locky = 1, freeze = 0, time = 1);
native FCNPC_GetAnimation(npcid, &animationid = 0, &Float:fDelta = 4.1, &loop = 0, &lockx = 1, &locky = 1, &freeze = 0, &time = 1);
native FCNPC_SetFightingStyle(npcid, style);
native FCNPC_GetFightingStyle(npcid);
native FCNPC_GoTo(npcid, Float:X, Float:Y, Float:Z, type = MOVE_TYPE_AUTO, Float:speed = 0.5, bool:UseMapAndreas = false, Float:radius = 0.0, bool:getangle = true); // updated
native FCNPC_GoToPlayer(npcid, playerid, type = MOVE_TYPE_AUTO, Float:speed = 0.5, bool:UseMapAndreas = false, Float:radius = 0.0, bool:getangle = true);
native FCNPC_AimAt(npcid, Float:X, Float:Y, Float:Z, bool:shoot = false, shoot_delay = 0); // updated
native FCNPC_AimAtPlayer(npcid, playerid, bool:shoot = false, shoot_delay = 0);
native FCNPC_MeleeAttack(npcid, delay = -1, bool:fightstyle = false); // updated
native FCNPC_EnterVehicle(npcid, vehicleid, seatid, type = MOVE_TYPE_WALK); // updated
native FCNPC_SetVehicleSiren(npcid, bool:status);
native FCNPC_IsVehicleSiren(npcid);
native FCNPC_SetVehicleHealth(npcid, Float:health);
native Float:FCNPC_GetVehicleHealth(npcid);
native FCNPC_SetSurfingOffsets(npcid, Float:fX, Float:fY, Float:fZ);
native FCNPC_GetSurfingOffsets(npcid, &Float:fX, &Float:fY, &Float:fZ);
native FCNPC_SetSurfingVehicle(npcid, vehicleid);
native FCNPC_GetSurfingVehicle(npcid);
native FCNPC_SetSurfingObject(npcid, objectid);
native FCNPC_GetSurfingObject(npcid);
native FCNPC_SetSurfingPlayerObject(npcid, objectid);
native FCNPC_GetSurfingPlayerObject(npcid);