Jump to content

RDR2 NativeDB

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

Search 7154 native functions

  • Only this category?

  • Return type
  • First seen in version
  • With description?
  • With comments?

641 natives in namespace TASK

  1. void _TASK_FLEE_FROM_PED ( Ped ped, Ped fleeFromTarget, float x, float y, float z, float distance, int p6, int p7, float p8, Ped targetPed )  //0x7B74D8EEDE9B5727

    • 0
    • 316
    • 1207
  2. void TASK_START_SCENARIO_AT_POSITION ( Ped ped, Hash scenarioHash, float p10, BOOL p11, float x, float y, float z, float heading, int duration, BOOL sittingScenario )  //0x4D1F61FC34AF3CD1

    • 0
    • 738
    • 1207
  3. void _0xA6A76D666A281F2D ( Any p0, Hash item )  //0xA6A76D666A281F2D

    • 0
    • 198
    • 1207
  4. void TASK_SMART_FLEE_COORD ( Ped ped, float x, float y, float z, float distance, int time, int fleeType, float fleeSpeed )  //0x94587F17E9C365D5

    • 0
    • 278
    • 1207
  5. Any _0xF97F462779B31786 ( Any p0 )  //0xF97F462779B31786

    • 0
    • 211
    • 1207
  6. void _0xA21AA2F0C2180125 ( Any p0, Any p1 )  //0xA21AA2F0C2180125

    • 0
    • 210
    • 1207
  7. void TASK_SMART_FLEE_PED ( Ped ped, Ped fleeFromTarget, float fleeDistance, int fleeTime, int fleeType, float fleeSpeed, Ped targetPed )  //0x22B0D0E37CCB840D

    • 1
    • 474
    • 1207
  8. Any _0x6C269F673C47031E ( Any p0 )  //0x6C269F673C47031E

    • 0
    • 181
    • 1207
  9. Any _0xE47DD64B9F02677D ( Any p0 )  //0xE47DD64B9F02677D

    • 0
    • 197
    • 1207
  10. void _0x673A8779D229BA5A ( Any p0, Any p1, Any p2, Any p3, Any p4, Any p5 )  //0x673A8779D229BA5A

    • 0
    • 223
    • 1207
  11. void _0x9667CCE29BFA0780 ( Any p0 )  //0x9667CCE29BFA0780

    • 0
    • 180
    • 1207
  12. void _0xFF745B0346E19E2C ( Any p0 )  //0xFF745B0346E19E2C

    • 0
    • 189
    • 1207
  13. void _0x2E1D6D87346BB7D2 ( Any p0, Any p1, Any p2, Any p3 )  //0x2E1D6D87346BB7D2

    • 0
    • 280
    • 1207
  14. Any _0x00FFE0F85253C572 ( Any p0 )  //0x00FFE0F85253C572

    • 0
    • 167
    • 1207
  15. Any _0xB8F52A3F84A7CC59 ( Any p0 )  //0xB8F52A3F84A7CC59

    • 0
    • 212
    • 1207
  16. void TASK_FLEE_COORD ( Ped ped, float x, float y, float z, int fleeStyle, int p5, float p6, int duration, int p8 )  //0x58428248BF4B64E4

    • 0
    • 218
    • 1207
  17. void _TASK_USE_NEAREST_SCENARIO_TO_COORD ( Ped ped, float x, float y, float z, float distance, int duration, BOOL p6, BOOL p7, BOOL p8, BOOL p9 )  //0x322BFDEA666E2B0E

    • 0
    • 533
    • 1207
  18. void _0x6AFDA2264925BD11 ( Any p0 )  //0x6AFDA2264925BD11

    • 0
    • 187
    • 1207
  19. void TASK_FLEE_PED ( Ped ped, Ped fleeFromTarget, int fleeStyle, int flag, float p4, int p5, int p6 )  //0xFD45175A6DFD7CE9

    • 0
    • 227
    • 1207
  20. void TASK_USE_NEAREST_SCENARIO_TO_COORD_WARP ( Ped ped, float x, float y, float z, float distance, int duration, BOOL p6, BOOL p7, BOOL p8, BOOL p9 )  //0x58E2E0F23F6B76C3

    • 0
    • 271
    • 1207
  21. void _0x816A3ACD265E2297 ( Any p0, Any p1 )  //0x816A3ACD265E2297

    • 0
    • 195
    • 1207
  22. void TASK_FLEE_COORD_VIA ( Any p0, Any p1, Any p10, Any p11, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7 )  //0x390E0B697D25EAF5

    • 0
    • 214
    • 1207
  23. void TASK_USE_NEAREST_TRAIN_SCENARIO_TO_COORD_WARP ( Ped ped, float x, float y, float z, float distance )  //0x3774B03456DD6106

    • 0
    • 285
    • 1207
  24. void _0x4E806A395D43A458 ( Any p0 )  //0x4E806A395D43A458

    • 0
    • 182
    • 1207
  25. void TASK_FLEE_PED_VIA ( Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7, Any p8, Any p9 )  //0x5802E0F910E4CF1D

    • 0
    • 208
    • 1207
  26. void TASK_USE_NEAREST_SCENARIO_CHAIN_TO_COORD ( Ped ped, float x, float y, float z, float distance, BOOL p5, BOOL p6, BOOL p7, BOOL p8 )  //0x9FDA1B3D7E7028B3

    • 0
    • 260
    • 1207
  27. void SET_TEAM_CARRIABLE_ENTITY ( Any p0, Any p1, Any p2 )  //0x545BF19F86E80F11

    • 0
    • 184
    • 1207
  28. void _ADD_FLEE_TARGET_COORDS ( Ped ped, float x, float y, float z, float p4 )  //0xE8F1A5B4CED3725A

    • 0
    • 199
    • 1207
  29. void TASK_USE_NEAREST_SCENARIO_CHAIN_TO_COORD_WARP ( Ped ped, float x, float y, float z, float distance, BOOL p5, BOOL p6, BOOL p7, BOOL p8 )  //0x97A28E63F0BA5631

    • 0
    • 254
    • 1207
  30. BOOL IS_TEAM_CARRIABLE_ENTITY ( Any p0, Any p1 )  //0x559A6F8C5133B4EE

    • 0
    • 173
    • 1207
  31. void ADD_FLEE_TARGET_PED ( Ped ped, Ped targetPed, float p2 )  //0x3923EC958249657D

    • 0
    • 226
    • 1207
  32. Any _0xFDECCA06E8B81346 ( Any p0 )  //0xFDECCA06E8B81346

    • 0
    • 161
    • 1207
  33. BOOL _IS_HAT_BEING_PICKED_UP ( Object hatObject )  //0x11CD066F54DA0133

    • 0
    • 187
    • 1207
  34. void _0xA42DC7919159CCCF ( Any p0 )  //0xA42DC7919159CCCF

    • 0
    • 192
    • 1207
  35. Any _0x2D657B10F211C572 ( Ped ped, float p1 )  //0x2D657B10F211C572

    • 0
    • 159
    • 1207
  36. void _0x9ADDBB9242179D56 ( Object object, Ped ped )  //0x9ADDBB9242179D56

    • 0
    • 205
    • 1207
  37. void TASK_FLY_AWAY ( Ped ped, Any p1 )  //0xE86A537B5A3C297C

    • 0
    • 290
    • 1207
  38. void TASK_RIDE_TRAIN ( Ped ped, Vehicle train, int scenarioPoint, Hash scenarioHash )  //0x37FB1C870E2EC2C6

    • 0
    • 203
    • 1207
  39. BOOL _IS_HAT_BEING_PICKED_UP_2 ( Object hatObject )  //0x4ECCC2815CA79AE2

    • 0
    • 165
    • 1207
  40. void TASK_FLY_TO_COORD ( Ped ped, float speed, float x, float y, float z, Any p5, Any p6 )  //0xD6CFC2D59DA72042

    • 0
    • 376
    • 1207
  41. Any _0x79197F7D2BB5E73A ( Any p0, Any p1, Any p2, Any p3, Any p4, Any p5 )  //0x79197F7D2BB5E73A

    • 0
    • 161
    • 1207
  42. void _TASK_EQUIP_HAT ( Object hatObject, Ped ped )  //0xAA0AF6025160243A

    • 0
    • 225
    • 1207
  43. void TASK_FLYING_CIRCLE ( Ped ped, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6 )  //0x72997893BFB8ECCC

    • 0
    • 286
    • 1207
  44. BOOL DOES_SCENARIO_EXIST_IN_AREA ( float x, float y, float z, float radius, BOOL p4, Any p5, BOOL p6 )  //0x5A59271FFADD33C1

    • 0
    • 255
    • 1207
  45. BOOL SET_ENHANCED_BREAK_FREE ( Ped ped, BOOL p1, const char* p2 )  //0x1BF9D36A5EAFFBAE

    • 0
    • 281
    • 1207
  46. BOOL DOES_SCENARIO_OF_TYPE_EXIST_IN_AREA_HASH ( float x, float y, float z, Hash typeHash, float radius, BOOL p5 )  //0x6EEAD6AF637DA752

    • 0
    • 179
    • 1207
  47. Any _0x6AFD84AEAA3EA538 ( Any p0 )  //0x6AFD84AEAA3EA538

    • 0
    • 214
    • 1207
  48. void TASK_SHOCKING_EVENT_REACT ( Ped ped, Any p1, Any p2 )  //0x452419CBD838065B

    • 0
    • 303
    • 1207
  49. int FIND_SCENARIO_OF_TYPE_HASH ( float xPos, float yPos, float zPos, Hash scenarioType, float distance, Any p5, BOOL p6 )  //0xF533D68FF970D190

    • 0
    • 185
    • 1207
  50. void _0xBD1C3C0F271C39D3 ( Any p0, Any p1 )  //0xBD1C3C0F271C39D3

    • 0
    • 182
    • 1207

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

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...