local fn = _gn(0xC5F68BE9613E2D18)
--- Applies a force to the specified entity.
-- ```cpp
-- enum eForceType
-- {
-- MinForce = 0,
-- MaxForceRot = 1,
-- MinForce2 = 2,
-- MaxForceRot2 = 3,
-- ForceNoRot = 4,
-- ForceRotPlusForce = 5
-- }
-- ```
-- Research/documentation on the gtaforums can be found [here](https://gtaforums.com/topic/885669-precisely-define-object-physics/) and [here](https://gtaforums.com/topic/887362-apply-forces-and-momentums-to-entityobject/).
-- @param entity The entity you want to apply a force on
-- @param forceType Refer to `eForceType`
-- @param x Force amount (X)
-- @param y Force amount (Y)
-- @param z Force amount (Z)
-- @param offX Rotation/offset force (X)
-- @param offY Rotation/offset force (Y)
-- @param offZ Rotation/offset force (Z)
-- @param boneIndex (Often 0) Entity bone index
-- @param isDirectionRel (Usually false) Vector defined in local (body-fixed) coordinate frame
-- @param ignoreUpVec (Usually true)
-- @param isForceRel (Usually true) When true, force gets multiplied with the objects mass and different objects will have the same acceleration
-- @param p12 (Usually false)
-- @param p13 (Usually true)
function Global.ApplyForceToEntity(entity, forceType, x, y, z, offX, offY, offZ, boneIndex, isDirectionRel, ignoreUpVec, isForceRel, p12, p13)
	return fn(entity, forceType, x, y, z, offX, offY, offZ, boneIndex, isDirectionRel, ignoreUpVec, isForceRel, p12, p13)
end
