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RDR2 NativeDB

Browse our wiki-style database of native functions in Red Dead Redemption II.

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641 natives in namespace TASK

  1. void TASK_PAUSE ( Ped ped, int ms )  //0xE73A266DB0CA9042

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  2. void TASK_STAND_STILL ( Ped ped, int time )  //0x919BE13EED931959

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  3. void TASK_JUMP ( Ped ped, BOOL unused )  //0x0AE4086104E067B1

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  4. void _TASK_JUMP_2 ( Ped ped, float x, float y, float z, Entity entity )  //0x91083103137D7254

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  5. void TASK_COWER ( Ped ped, int duration, Ped pedToCowerFrom, const char* p3 )  //0x3EB1FE9E8E908E15

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  6. void TASK_HANDS_UP ( Ped ped, int duration, Ped facingPed, int p3, BOOL p4 )  //0xF2EAB31979A7F910

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  7. void TASK_KNOCKED_OUT ( Ped ped, float duration, BOOL isPermanent )  //0xF90427F00A495A28

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  8. TASK_KNOCKED_OUT_AND_HOGTIED ( Ped ped, float duration, BOOL isPermanent )  //0x42AC6401ABB8C7E5

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  9. void _0xFFB520A3E16F7B7B ( Ped ped, float p1 )  //0xFFB520A3E16F7B7B

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  10. void _0x8B1FDF63C3193EDA ( Ped ped, float p1 )  //0x8B1FDF63C3193EDA

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  11. void UPDATE_TASK_HANDS_UP_DURATION ( Ped ped, int duration )  //0xA98FCAFD7893C834

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  12. void _0x28EF780BDEA8A639 ( Ped ped, int p1 )  //0x28EF780BDEA8A639

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  13. void TASK_DUCK ( Ped ped, int p1 )  //0xA14B5FBF986BAC23

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  14. void _TASK_BOARD_VEHICLE ( Ped ped, Vehicle vehicle, Any p2, Any p3, Any p4, Any p5 )  //0xE53D17AD837CBF7C

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  15. void _TASK_DISEMBARK_VEHICLE ( Any p0, Vehicle vehicle, int p2, Any p3, float p4, Any p5 )  //0xA7C6854BB5A4192A

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  16. void _TASK_BOARD_VEHICLE_2 ( Ped ped, Any p1, Any p2, float p3, int flags )  //0xE41A09C8DDFF7AA4

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  17. void TASK_DISEMBARK_NEAREST_TRAIN_CARRIAGE ( Ped ped, float p1, int flags )  //0x0A11F3BDEC03ED5F

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  18. void TASK_ENTER_VEHICLE ( Ped ped, Vehicle vehicle, int timeout, int seat, float speed, int flag, Any p6 )  //0xC20E50AA46D09CA8

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  19. void TASK_LEAVE_VEHICLE ( Ped ped, Vehicle vehicle, int flags, Ped unkPed )  //0xD3DBCE61A490BE02

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  20. void TASK_MOUNT_ANIMAL ( Ped ped, Ped mount, int p2, int seatIndex, float pedSpeed, int seatIndex, Any p6, Any p7 )  //0x92DB0739813C5186

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  21. void TASK_DISMOUNT_ANIMAL ( Ped rider, int taskFlag, Any p2, Any p3, Any p4, Ped targetPed )  //0x48E92D3DDE23C23A

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  22. void TASK_HITCH_ANIMAL ( Ped ped, int scenarioPoint, int flag )  //0x9030AD4B6207BFE8

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  23. void _0xE05A5D39BE6E93AF ( Any p0 )  //0xE05A5D39BE6E93AF

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  24. void TASK_VEHICLE_DRIVE_TO_COORD ( Ped ped, Vehicle vehicle, float p10, float x, float y, float z, float speed, Any p6, Hash vehicleModel, int drivingMode )  //0xE2A2AA2F659D77A7

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  25. void _TASK_VEHICLE_DRIVE_TO_COORD_2 ( Ped ped, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7, Any p8 )  //0xF0108F01FB105DA2

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  26. void TASK_VEHICLE_DRIVE_WANDER ( Ped ped, Vehicle vehicle, float speed, int drivingStyle )  //0x480142959D337D00

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  27. int TASK_FOLLOW_TO_OFFSET_OF_ENTITY ( Ped ped, Entity entity, BOOL walkOnly, BOOL p11, BOOL p12, BOOL p13, float offsetX, float offsetY, float offsetZ, float movementSpeed )  //0x304AE42E357B8C7E

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  28. void TASK_FOLLOW_TO_OFFSET_OF_COORD ( Ped ped, Any p1, Any p10, Any p11, Any p12, Any p13, Any p14, Any p2, Any p3, Any p4 )  //0x2E3676282C18A692

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  29. void _0x3FFCD7BBA074CC80 ( Ped ped, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7, Any p8 )  //0x3FFCD7BBA074CC80

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  30. void TASK_GO_STRAIGHT_TO_COORD ( Ped ped, float x, float y, float z, float speed, int timeout, float p6, float p7, int p8 )  //0xD76B57B44F1E6F8B

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  31. void TASK_GO_STRAIGHT_TO_COORD_RELATIVE_TO_ENTITY ( Ped ped, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7 )  //0x61E360B7E040D12E

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  32. void TASK_MOVE_IN_TRAFFIC ( Ped ped, Any p1, Any p2, Any p3 )  //0x8AA1593AEC087A29

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  33. void TASK_MOVE_IN_TRAFFIC_TO_DESTINATION ( Ped ped, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7 )  //0xDCA3A13F7A45338B

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  34. void TASK_MOVE_IN_TRAFFIC_AWAY_FROM_ENTITY ( Ped ped, Any p1, Any p2, Any p3, Any p4 )  //0x13DED0BC45600FE1

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  35. void _0xBAAB791AA72C2821 ( Any p0, Any p1 )  //0xBAAB791AA72C2821

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  36. void TASK_MOVE_FOLLOW_ROAD_USING_NAVMESH ( Ped ped, float moveBlendRatio, float x, float y, float z, Any p5 )  //0x79482C12482A860D

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  37. void TASK_ACHIEVE_HEADING ( Ped ped, float heading, int timeout )  //0x93B93A37987F1F3D

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  38. void TASK_FLUSH_ROUTE ()  //0x841142A1376E9006

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  39. void TASK_EXTEND_ROUTE ( float x, float y, float z )  //0x1E7889778264843A

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  40. void TASK_FOLLOW_POINT_ROUTE ( Ped ped, Any p1, Any p2, Any p3, Any p4, Any p5 )  //0x0E14C5550DC3CD1D

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  41. void TASK_ENTER_ANIM_SCENE ( Ped ped, AnimScene animScene, const char* entityName, const char* playbackListName, float enterSpeed, BOOL bAutoStart, int flag, int p7, float p8 )  //0xC2329B0206426644

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  42. void TASK_MOVE_BE_IN_FORMATION ( Ped ped, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6 )  //0x4AA5AA97C65E4A2F

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  43. void TASK_GO_TO_ENTITY ( Ped ped, Entity target, int duration, float distance, float speed, float p5, int p6 )  //0x6A071245EB0D1882

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  44. void TASK_FOLLOW_AND_CONVERSE_WITH_PED ( Ped ped, Ped targetPed, float p10, Any p2, Any p3, float p4, float p5, int p6, Any p7, Any p8 )  //0x489FFCCCE7392B55

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  45. void _0xA052608A12559BBB ( Any p0, Any p1 )  //0xA052608A12559BBB

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  46. void TASK_WANDER_AND_CONVERSE_WITH_PED ( Ped ped, Any p1, Any p2, Any p3 )  //0x8AC76D1408731732

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  47. void TASK_LEAD_AND_CONVERSE ( Ped ped, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7, Any p8 )  //0xAA19711D33C6708C

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  48. void _0xDE0C8B145EA466FF ( Any p0, Any p1, Any p2, Any p3, Any p4, Any p5 )  //0xDE0C8B145EA466FF

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  49. void TASK_SEEK_CLEAR_LOS_TO_ENTITY ( Ped ped, Entity entity, float p2, float p3, float p4 )  //0x8D7F2A63688C20A4

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  50. void TASK_GO_TO_WHISTLE ( Ped ped, Ped p1, int whistleType )  //0xBAD6545608CECA6E

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Red Dead Redemption 2 Native Database by www.mod-rdr.com, includes contributions by gudmunduro and alloc8or.

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