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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 _0xFFB520A3E16F7B7B ( Ped ped, float p1 )  //0xFFB520A3E16F7B7B

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  2. void _0xFF8AFCA532B500D4 ( Any p0, Any p1 )  //0xFF8AFCA532B500D4

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  3. void _0xFF745B0346E19E2C ( Any p0 )  //0xFF745B0346E19E2C

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  4. void REMOVE_WAYPOINT_RECORDING ( const char* waypointRecording )  //0xFF1B8B4AA1C25DC8

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  5. Any _0xFE5D28B9B7837CC1 ( Any p0, Any p1, Any p2, Any p3 )  //0xFE5D28B9B7837CC1

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  6. Any _0xFDECCA06E8B81346 ( Any p0 )  //0xFDECCA06E8B81346

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  7. void TASK_FLEE_PED ( Ped ped, Ped fleeFromTarget, int fleeStyle, int flag, float p4, int p5, int p6 )  //0xFD45175A6DFD7CE9

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  8. void _0xFC7F71CF49F70B6B ( Any p0 )  //0xFC7F71CF49F70B6B

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  9. void TASK_GOTO_ENTITY_OFFSET_XYZ ( Ped ped, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7, Any p8 )  //0xFA6DA9D151769392

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  10. void _0xFA30E2254461ADEB ( Any p0, Any p1 )  //0xFA30E2254461ADEB

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  11. Any _0xF97F462779B31786 ( Any p0 )  //0xF97F462779B31786

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  12. void TASK_COMBAT_ANIMAL_WARN ( Ped ped, Any p1, Any p2 )  //0xF960F3D57B660E96

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  13. void _0xF948F4356F010F11 ( Any p0, Any p1, Any p2 )  //0xF948F4356F010F11

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  14. void TASK_MOVE_NETWORK_ADVANCED_BY_NAME_WITH_INIT_PARAMS_ATTACHED ( Ped ped, Any p1, Any p10, Any p11, Any p12, Any p13, Any p14, Any p15, Any p16, Any p17 )  //0xF92171093BCABED4

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

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  16. BOOL DOES_SCENARIO_GROUP_EXIST ( const char* scenarioGroup )  //0xF9034C136C9E00D3

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  17. void _0xF718931A82EEB898 ()  //0xF718931A82EEB898

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  18. int FIND_SCENARIO_OF_TYPE_HASH ( float xPos, float yPos, float zPos, Hash scenarioType, float distance, Any p5, BOOL p6 )  //0xF533D68FF970D190

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  19. BOOL IS_WAYPOINT_PLAYBACK_GOING_ON_FOR_VEHICLE ( Any p0, Any p1 )  //0xF5134943EA29868C

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  20. void _0xF40A109B4B79A848 ( Any p0, Any p1, Any p2 )  //0xF40A109B4B79A848

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  21. void _0xF3C3503276F4A034 ( Entity entity, Any p1 )  //0xF3C3503276F4A034

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  22. void TASK_ARREST_PED ( Ped ped, Ped target )  //0xF3B9A78A178572B1

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  23. BOOL _SET_TASK_FISHING ( Ped ped, Any* p1 )  //0xF3735ACD11ACD501

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  24. BOOL _GET_TASK_FISHING ( Ped ped, Any* p1 )  //0xF3735ACD11ACD500

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  25. void SET_PED_PATH_MAY_ENTER_WATER ( Ped ped, BOOL mayEnterWater )  //0xF35425A4204367EC

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  26. BOOL IS_PED_IN_HIT_REACT ( Ped ped )  //0xF330A5C062B29BED

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

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  28. void TASK_COMBAT_PED ( Ped ped, Ped targetPed, int p2, int p3 )  //0xF166E48407BAC484

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  29. BOOL IS_MOVE_BLEND_RATIO_WALKING ( Ped ped )  //0xF133BBBE91E1691F

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  30. void SCRIPT_TASK_CARRIABLE ( Entity entity, Hash carryConfig, Ped carrier, int carriableSlot, int flags )  //0xF0B4F759F35CC7F5

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  31. 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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  32. Any _0xEFD875C2791EBEFD ( Any p0, Any p1, Any p2, Any p3 )  //0xEFD875C2791EBEFD

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  33. BOOL _IS_PED_LEADING_HORSE ( Ped ped )  //0xEFC4303DDC6E60D3

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  34. void _SET_SCENARIO_POINT_ACTIVE ( int scenario, BOOL active )  //0xEEE4829304F93EEE

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  35. void END_DUEL ( Ped ped, BOOL p1, float p2 )  //0xEED08A3A98B847E2

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  36. void TASK_COMBAT_ANIMAL_CHARGE_PED ( Ped ped, Ped targetPed, BOOL p2, Any p3, Any p4, Any p5, Any p6 )  //0xEE3AA414CF99F368

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  37. void STOP_ANIM_PLAYBACK ( Ped ped, int p1, BOOL p2 )  //0xEE08C992D238C5D1

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  38. Any SET_PED_WAYPOINT_ROUTE_OFFSET ( Ped ped, float p1, float p2, float p3 )  //0xED98E10B0AFCE4B4

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  39. void TASK_STOP_LEADING_HORSE ( Ped ped )  //0xED27560703F37258

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  40. Ped _GET_LED_HORSE_FROM_PED ( Ped ped )  //0xED1F514AF4732258

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  41. BOOL IS_PED_RUNNING_TASK_ITEM_INTERACTION ( Ped ped )  //0xEC7E480FF8BD0BED

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  42. void _0xEC516FE805D2CB2D ( Any p0 )  //0xEC516FE805D2CB2D

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  43. void _0xEBA2081E0A5F4D17 ( Any p0 )  //0xEBA2081E0A5F4D17

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  44. Any _0xEB67D4E056C85A81 ( Any p0 )  //0xEB67D4E056C85A81

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  45. void SET_SCENARIO_TYPE_ENABLED ( const char* scenarioType, BOOL toggle )  //0xEB47EC4E34FB7EE1

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  46. void _ADD_COVER_BLOCKING_VOLUME ( Volume volume, BOOL p1, BOOL p2, BOOL p3, BOOL p4 )  //0xEB2ED1DC3AEC0654

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  47. void _0xEAF87DA2BE78A15B ( Any p0, Any p1 )  //0xEAF87DA2BE78A15B

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  48. void TASK_PLAY_ANIM ( Ped ped, const char* animDict, BOOL p10, const char* taskFilter, BOOL p12, const char* animName, float speed, float speedMultiplier, int duration, int flags )  //0xEA47FE3719165B94

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  49. BOOL _DOES_SCENARIO_POINT_HAVE_PROPS ( int scenario )  //0xEA31F199A73801D3

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  50. Any _0xE9A6400D1A0E7A55 ( Any p0 )  //0xE9A6400D1A0E7A55

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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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