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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_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

    • 1
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  2. void _TASK_START_SCENARIO_IN_PLACE ( Ped ped, Hash scenarioHash, int duration, BOOL p3, BOOL p4, BOOL p5, float p6, BOOL p7 )  //0x524B54361229154F

    • 2
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  3. int _TASK_EMOTE ( Ped ped, int emoteType, int playbackMode, Hash emote, BOOL isSecondaryTask, BOOL canBreakOut, BOOL disableEarlyOutAnimTag, BOOL ignoreInvalidMainTask, BOOL destroyProps )  //0xB31A277C1AC7B7FF

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

    • 2
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  5. 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

    • 0
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  6. 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
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  7. void TASK_DISMOUNT_ANIMAL ( Ped rider, int taskFlag, Any p2, Any p3, Any p4, Ped targetPed )  //0x48E92D3DDE23C23A

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  8. void TASK_WHISTLE_ANIM ( Ped ped, Any p1, Hash p2 )  //0xD6401A1B2F63BED6

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  9. 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

    • 0
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  10. void SET_ANIM_RATE ( Any p0, float p1, Any p2, BOOL p3 )  //0x032D49C5E359C847

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

    • 0
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  12. 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

    • 0
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  13. void TASK_HORSE_ACTION ( Ped ped, int action, Ped targetPed, Any p3 )  //0xA09CFD29100F06C3

    • 0
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  14. void CLEAR_PED_TASKS_IMMEDIATELY ( Ped ped, BOOL p1, BOOL resetCrouch )  //0xAAA34F8A7CB32098

    • 0
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  15. void TASK_PED_SLIDE_TO_COORD ( Ped ped, float x, float y, float z, float heading, float p5 )  //0xD04FE6765D990A06

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

    • 0
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  17. void _TASK_ITEM_INTERACTION_2 ( Ped ped, Hash propNameGxt, Object prop, Hash propId, Hash itemInteractionState, int p5, Any p6, float p7 )  //0x72F52AA2D2B172CC

    • 0
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  18. 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

    • 0
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  19. 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
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  20. void TASK_SHOOT_AT_COORD ( Ped ped, float x, float y, float z, int duration, Hash firingPattern, Any p6 )  //0x46A6CC01E0826106

    • 0
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  21. BOOL GET_IS_TASK_ACTIVE ( Ped ped, int taskIndex )  //0xB0760331C7AA4155

    • 0
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  22. int TASK_LEAD_HORSE ( Ped ped, Ped horse )  //0x9A7A4A54596FE09D

    • 0
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  23. void TASK_PLAY_ANIM_ADVANCED ( Ped ped, const char* animDict, float speedMultiplier, int duration, int flags, float p13, int p14, int p15, int p16, const char* animName )  //0x83CDB10EA29B370B

    • 0
    • 489
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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

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

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

    • 1
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  27. void TASK_EVERYONE_LEAVE_VEHICLE ( Any p0, Any p1 )  //0x7F93691AB4B92272

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

    • 0
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  29. void TASK_SHOOT_AT_ENTITY ( Entity entity, Entity targetEntity, int duration, Hash firingPattern, BOOL affectCockedState )  //0x08DA95E8298AE772

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

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

    • 0
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  32. void TASK_COMBAT_PED_TIMED ( Ped ped, Ped targetPed, int p2, Any p3 )  //0x944F30DCB7096BDE

    • 0
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  33. void START_TASK_ITEM_INTERACTION ( Ped ped, Hash animType, Hash propId, int p3, int flag, float p5 )  //0xAE72E7DF013AAA61

    • 0
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  34. void TASK_SCRIPTED_ANIMATION ( Ped ped, Any* args )  //0x126EF75F1E17ABE5

    • 0
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  35. void CLEAR_PED_TASKS ( Ped ped, BOOL p1, BOOL p2 )  //0xE1EF3C1216AFF2CD

    • 0
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  36. BOOL TASK_GRAPPLE ( Ped attacker, Ped target, Hash p2, BOOL unk1, float speed, BOOL p5, Hash p6 )  //0x779A2FFACEFAEA7B

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

    • 0
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  38. void TASK_FOLLOW_NAV_MESH_TO_COORD ( Ped ped, float x, float y, float z, float speedMultiplier, int timeout, float stoppingRange, int flags, float heading )  //0x15D3A79D4E44B913

    • 0
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  39. void _TASK_PLAY_EMOTE ( Ped ped, int emoteType, int playbackMode, Hash emote, BOOL isSecondaryTask, BOOL canBreakOut, BOOL disableEarlyOutAnimTag, BOOL ignoreInvalidMainTask, BOOL destroyProps )  //0x884E3436CC1F41DD

    • 0
    • 418
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  40. void TASK_GO_TO_COORD_ANY_MEANS ( Ped ped, float x, float y, float z, float speed, Entity entity, BOOL p6, int walkingStyle, float p8 )  //0x5BC448CB78FA3E88

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

    • 0
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  42. void TASK_SWAP_WEAPON ( Ped ped, Any p1, Any p2, Any p3, Any p4 )  //0xA21C51255B205245

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

    • 0
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  44. void TASK_LOOK_AT_COORD ( Ped ped, float x, float y, float z, Any p4, Any p5, Any p6, Any p7 )  //0x6FA46612594F7973

    • 0
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  45. void TASK_ANIMAL_INTERACTION ( Ped player, Ped targetPed, Hash interactionType, Hash interactionModel, BOOL skipIdleAnimationClip )  //0xCD181A959CFDD7F4

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

    • 0
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  47. 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

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

    • 0
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  49. void TASK_VEHICLE_SHOOT_AT_PED ( Ped ped, Ped target, float p2 )  //0x10AB107B887214D8

    • 0
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  50. void TASK_WANDER_IN_AREA ( Ped ped, float x, float y, float z, float radius, float p5, float p6, int p7 )  //0xE054346CA3A0F315

    • 0
    • 362
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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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