Static methods

@:native("GetDlcWeaponComponentDataSp")staticGetDlcWeaponComponentDataSp(dlcWeaponIndex:Int, dlcWeapCompIndex:Int, ComponentDataPtr:Dynamic):Bool

Same as GET_DLC_WEAPON_COMPONENT_DATA but only works for DLC components that are available in SP.

NativeDB Introduced: v2060

@:native("GetDlcWeaponDataSp")staticGetDlcWeaponDataSp(dlcWeaponIndex:Int, outData:Dynamic):Bool

Same as GET_DLC_WEAPON_DATA but only works for DLC weapons that are available in SP.

NativeDB Introduced: v2060

@:native("GetNumDlcWeaponComponentsSp")staticGetNumDlcWeaponComponentsSp(dlcWeaponIndex:Int):Int

Returns the total number of DLC weapon components that are available in SP.

NativeDB Introduced: v2060

@:native("GetNumDlcWeaponsSp")staticGetNumDlcWeaponsSp():Int

Returns the total number of DLC weapons that are available in SP (availableInSP field in shop_weapon.meta).

NativeDB Introduced: v2060

@:native("GetShopPedApparelVariantPropCount")staticGetShopPedApparelVariantPropCount(propHash:Int):Int

@:native("GetVariantProp")staticGetVariantProp(componentHash:Int, variantPropIndex:Int, nameHash:Dynamic, enumValue:Dynamic, anchorPoint:Dynamic):Dynamic

@:native("LoadContentChangeSetGroup")staticLoadContentChangeSetGroup(hash:Int):Dynamic

From fm_deathmatch_creator and fm_race_creator:

FILES::_UNLOAD_CONTENT_CHANGE_SET_GROUP(joaat("GROUP_MAP_SP"));
FILES::_LOAD_CONTENT_CHANGE_SET_GROUP(joaat("GROUP_MAP"));

NativeDB Introduced: v1604

@:native("UnloadContentChangeSetGroup")staticUnloadContentChangeSetGroup(hash:Int):Dynamic

From fm_deathmatch_creator and fm_race_creator:

FILES::_UNLOAD_CONTENT_CHANGE_SET_GROUP(joaat("GROUP_MAP_SP"));
FILES::_LOAD_CONTENT_CHANGE_SET_GROUP(joaat("GROUP_MAP"));

NativeDB Introduced: v1604

@:native("DoesShopPedApparelHaveRestrictionTag")staticdoesShopPedApparelHaveRestrictionTag(componentHash:Int, restrictionTagHash:Int, componentId:Int):Bool

@:native("GetDlcVehicleData")staticgetDlcVehicleData(dlcVehicleIndex:Int, outData:Dynamic):Bool

The Second item in the struct *(Hash *)(outData + 1) is the vehicle hash.

@:native("GetDlcVehicleFlags")staticgetDlcVehicleFlags(dlcVehicleIndex:Int):Int

@:native("GetDlcVehicleModLockHash")staticgetDlcVehicleModLockHash(hash:Int):Int

@:native("GetDlcVehicleModel")staticgetDlcVehicleModel(dlcVehicleIndex:Int):Int

dlcVehicleIndex is 0 to GET_NUM_DLC_VEHICLS()  

@:native("GetDlcWeaponComponentData")staticgetDlcWeaponComponentData(dlcWeaponIndex:Int, dlcWeapCompIndex:Int, ComponentDataPtr:Dynamic):Bool

p0 seems to be the weapon index  
p1 seems to be the weapon component index  
struct DlcComponentData{  
int attachBone;  
int padding1;  
int bActiveByDefault;  
int padding2;  
int unk;  
int padding3;  
int componentHash;  
int padding4;  
int unk2;  
int padding5;  
int componentCost;  
int padding6;  
char nameLabel[64];  
char descLabel[64];  
};  

@:native("GetDlcWeaponData")staticgetDlcWeaponData(dlcWeaponIndex:Int, outData:Dynamic):Bool

dlcWeaponIndex takes a number from 0 - GET_NUM_DLC_WEAPONS() - 1.  
struct DlcWeaponData  
{  
int emptyCheck; //use DLC1::_IS_DLC_DATA_EMPTY on this  
int padding1;  
int weaponHash;  
int padding2;  
int unk;  
int padding3;  
int weaponCost;  
int padding4;  
int ammoCost;  
int padding5;  
int ammoType;  
int padding6;  
int defaultClipSize;  
int padding7;  
char nameLabel[64];  
char descLabel[64];  
char desc2Label[64]; // usually "the" + name  
char upperCaseNameLabel[64];  
};  

@:native("GetForcedComponent")staticgetForcedComponent(componentHash:Int, forcedComponentIndex:Int, nameHash:Dynamic, enumValue:Dynamic, componentType:Dynamic):Dynamic

@:native("GetForcedProp")staticgetForcedProp(componentHash:Int, forcedPropIndex:Int, nameHash:Dynamic, enumValue:Dynamic, anchorPoint:Dynamic):Dynamic

@:native("GetHashNameForComponent")staticgetHashNameForComponent(entity:Dynamic, componentId:Int, drawableVariant:Int, textureVariant:Int):Int

@:native("GetHashNameForProp")staticgetHashNameForProp(entity:Dynamic, componentId:Int, propIndex:Int, propTextureIndex:Int):Int

@:native("GetNumDlcVehicles")staticgetNumDlcVehicles():Int

Returns the total number of DLC vehicles.

@:native("GetNumDlcWeaponComponents")staticgetNumDlcWeaponComponents(dlcWeaponIndex:Int):Int

Returns the total number of DLC weapon components.

@:native("GetNumDlcWeapons")staticgetNumDlcWeapons():Int

Returns the total number of DLC weapons.

@:native("GetNumTattooShopDlcItems")staticgetNumTattooShopDlcItems(character:Int):Int

Character types:
0 = Michael,
1 = Franklin,
2 = Trevor,
3 = MPMale,
4 = MPFemale

@:native("GetShopPedApparelForcedComponentCount")staticgetShopPedApparelForcedComponentCount(componentHash:Int):Int

Returns number of possible values of the forcedComponentIndex argument of GET_FORCED_COMPONENT.

@:native("GetShopPedApparelForcedPropCount")staticgetShopPedApparelForcedPropCount(componentHash:Int):Int

Returns number of possible values of the forcedPropIndex argument of GET_FORCED_PROP.

@:native("GetShopPedApparelVariantComponentCount")staticgetShopPedApparelVariantComponentCount(componentHash:Int):Int

@:native("GetShopPedComponent")staticgetShopPedComponent(componentHash:Int, outComponent:Dynamic):Dynamic

More info here: https://gist.github.com/root-cause/3b80234367b0c856d60bf5cb4b826f86

@:native("GetShopPedOutfit")staticgetShopPedOutfit(p0:Dynamic, p1:Dynamic):Dynamic

@:native("GetShopPedOutfitComponentVariant")staticgetShopPedOutfitComponentVariant(outfit:Int, slot:Int, outComponentVariant:Dynamic):Bool

@:native("GetShopPedOutfitLocate")staticgetShopPedOutfitLocate(p0:Dynamic):Int

@:native("GetShopPedOutfitPropVariant")staticgetShopPedOutfitPropVariant(outfitHash:Int, variantIndex:Int, outPropVariant:Dynamic):Bool

@:native("GetShopPedProp")staticgetShopPedProp(componentHash:Int, outProp:Dynamic):Dynamic

@:native("GetShopPedQueryComponent")staticgetShopPedQueryComponent(componentId:Int, outComponent:Dynamic):Dynamic

@:native("GetShopPedQueryOutfit")staticgetShopPedQueryOutfit(outfitIndex:Int, outfit:Dynamic):Dynamic

struct Outfit_s  
{  
	int mask, torso, pants, parachute, shoes, misc1, tops1, armour, crew, tops2, hat, glasses, earpiece;  
	int maskTexture, torsoTexture, pantsTexture, parachuteTexture, shoesTexture, misc1Texture, tops1Texture,   
		armourTexture, crewTexture, tops2Texture, hatTexture, glassesTexture, earpieceTexture;  
};  

@:native("GetShopPedQueryProp")staticgetShopPedQueryProp(componentId:Int, outProp:Dynamic):Dynamic

@:native("GetTattooShopDlcItemData")staticgetTattooShopDlcItemData(characterType:Int, decorationIndex:Int, outComponent:Dynamic):Bool

Returns data that adheres to the tattoo shop item data that is used in shop_tattoo.meta

Character types:

enum eTattooFaction
{
	TATTOO_SP_MICHAEL = 0,
	TATTOO_SP_FRANKLIN = 1,
	TATTOO_SP_TREVOR = 2,
	TATTOO_MP_FM = 3,
	TATTOO_MP_FM_F = 4
}

Returned struct properties:

struct sTattooShopItemValues
{
	// Lock hash, used with IS_CONTENT_ITEM_LOCKED
	int LockHash;
	// Unique ID of this slot. It can also be 0.
	int Index;
	// Collection hash of this tattoo
	int CollectionHash;
	// Preset hash of this tattoo
	int PresetHash;
	// Cost of this tattoo in shops.
	int Cost;
	// Secondary placement of this tattoo.
	int eFacing;
	// Location of this tattoo on the body (for example, for torso there would be chest upper, stomach, etc)
	int UpdateGroup;
	// This tattoo's name in the form of a text label.
	const char* NameTextLabel;
};

@:native("GetTattooShopDlcItemIndex")staticgetTattooShopDlcItemIndex(character:Int, collection:Int, preset:Int):Int

NativeDB Introduced: v2189

@:native("GetVariantComponent")staticgetVariantComponent(componentHash:Int, variantComponentIndex:Int, nameHash:Dynamic, enumValue:Dynamic, componentType:Dynamic):Dynamic

@:native("InitShopPedComponent")staticinitShopPedComponent(outComponent:Dynamic):Dynamic

@:native("InitShopPedProp")staticinitShopPedProp(outProp:Dynamic):Dynamic

@:native("IsContentItemLocked")staticisContentItemLocked(itemHash:Int):Bool

@:native("IsDlcVehicleMod")staticisDlcVehicleMod(hash:Int):Bool

@:native("SetupShopPedApparelQuery")staticsetupShopPedApparelQuery(p0:Int, p1:Int, p2:Int, p3:Int):Int

@:native("SetupShopPedApparelQueryTu")staticsetupShopPedApparelQueryTu(character:Int, p1:Int, p2:Int, p3:Bool, p4:Int, componentId:Int):Int

character is 0 for Michael, 1 for Franklin, 2 for Trevor, 3 for freemode male, and 4 for freemode female.
componentId is between 0 and 11 and corresponds to the usual component slots.
p1 could be the outfit number; unsure.
p2 is usually -1; unknown function.
p3 appears to be for selecting between clothes and props; false is used with components/clothes, true is used with props.
p4 is usually -1; unknown function.
componentId is -1 when p3 is true in decompiled scripts.

@:native("SetupShopPedOutfitQuery")staticsetupShopPedOutfitQuery(character:Int, p1:Bool):Int

characters
0: Michael
1: Franklin
2: Trevor
3: MPMale
4: MPFemale