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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_SEEK_COVER_TO_COORDS ( Ped ped, Any p1, Any p10, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7, Any p8 )  //0x39246A6958EF072C

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  2. const char* GET_TASK_MOVE_NETWORK_STATE ( Ped ped )  //0x717E4D1F2048376D

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  3. void TASK_PUT_PED_DIRECTLY_INTO_COVER ( Ped ped, float x, BOOL p10, BOOL p11, Any p12, float y, float z, int timeout, BOOL p5, float p6 )  //0x4172393E6BE1FECE

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

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  5. void _TASK_PUT_PED_DIRECTLY_INTO_COVER_FROM_POS ( Ped ped, float x, Any p10, Any p11, Any p12, Any p13, Any p14, Any p15, Any p16, Any p17 )  //0xDF8A5855B9F9A97B

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  6. void _0x615DC4A82E90BB48 ( Any p0, Any p1, Any p2 )  //0x615DC4A82E90BB48

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  7. void TASK_PUT_PED_DIRECTLY_INTO_MELEE ( Ped ped, Ped meleeTarget, Hash meleeStyle, float p3, float animBlendRatio, BOOL p5, int p6 )  //0x1C6CD14A876FFE39

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  8. void SET_TASK_MOVE_NETWORK_SIGNAL_FLOAT ( Ped ped, const char* signalName, float value )  //0xD5BB4025AE449A4E

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  9. void TASK_PUT_PED_DIRECTLY_INTO_GRAPPLE ( Ped ped, Ped grappleTarget, Hash grappleStyle, float p3, float p4, BOOL p5, int p6 )  //0xA05F3F20889D7A5B

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  10. void _0x099D4A855D53B03B ( Any p0, Any p1, Any p2 )  //0x099D4A855D53B03B

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  11. void TASK_COMPANION_AMBIENT ( Ped ped, Any p1 )  //0xE017CF6E2527FE4F

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  12. void SET_TASK_MOVE_NETWORK_SIGNAL_BOOL ( Ped ped, const char* signalName, BOOL value )  //0xB0A6CFD2C69C1088

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  13. void _0x098036CAB8373D36 ( Any p0 )  //0x098036CAB8373D36

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  14. void _SET_TASK_MOVE_NETWORK_SIGNAL_VECTOR ( Ped ped, const char* signalName, float x, float y, float z )  //0x4662BFE01938D98D

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  15. void _0x10C44F633E2D6D9E ( Any p0 )  //0x10C44F633E2D6D9E

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  16. float _GET_TASK_MOVE_NETWORK_PHASE_FLOAT ( Ped ped, const char* phaseName )  //0x844CEEE428EA35B0

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  17. void _0x7FB78B2199C10E92 ( Any p0 )  //0x7FB78B2199C10E92

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  18. BOOL GET_TASK_MOVE_NETWORK_EVENT ( Ped ped, const char* eventName )  //0xB4F47213DF45A64C

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  19. void TASK_GUARD ( Ped ped, Any p1, Any p2 )  //0xB9FB242EACCAF30F

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  20. void _0x9585FF23C4B8EDE0 ( Any p0, Any p1 )  //0x9585FF23C4B8EDE0

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  21. void TASK_GUARD_CURRENT_POSITION ( Ped ped, float p1, float p2, BOOL p3 )  //0x4A58A47A72E3FCB4

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

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  23. void _TASK_GUARD_ASSIGNED_DEFENSIVE_AREA_2 ( Ped ped, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7 )  //0x1FC9B33976BACD6C

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  24. void _0x3BBEECC5B8F35318 ( Any p0, Any p1 )  //0x3BBEECC5B8F35318

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  25. void TASK_GUARD_ASSIGNED_DEFENSIVE_AREA ( Ped ped, float p1, float p2, float p3, float p4, float p5, Any p6 )  //0xD2A207EEBDF9889B

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  26. BOOL IS_MOVE_BLEND_RATIO_STILL ( Ped ped )  //0x349CE7B56DAFD95C

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

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  28. void TASK_STAND_GUARD ( Ped ped, float x, float y, float z, float heading, const char* scenarioName )  //0xAE032F8BBA959E90

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

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

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  31. void SET_DRIVE_TASK_CRUISE_SPEED ( Ped driver, float cruiseSpeed )  //0x5C9B84BD7D31D908

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  32. BOOL IS_MOVE_BLEND_RATIO_RUNNING ( Ped ped )  //0xD4D8636C0199A939

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

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  34. void SET_DRIVE_TASK_MAX_CRUISE_SPEED ( Ped ped, float maxCruiseSpeed )  //0x404A5AA9B9F0B746

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  35. BOOL IS_MOVE_BLEND_RATIO_SPRINTING ( Ped ped )  //0x24A2AD74FA9814E2

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

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  37. void ADD_COVER_BLOCKING_AREA ( float playerX, float playerY, float playerZ, float radiusX, float radiusY, float radiusZ, BOOL p6, BOOL p7, BOOL p8, BOOL p9 )  //0x45C597097DD7CB81

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  38. BOOL IS_PED_STILL ( Ped ped )  //0xAC29253EEF8F0180

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

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

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  41. BOOL IS_PED_WALKING ( Ped ped )  //0xDE4C184B2B9B071A

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

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  43. void REMOVE_ALL_COVER_BLOCKING_AREAS ()  //0xDB6708C0B46F56D8

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  44. BOOL IS_PED_RUNNING ( Ped ped )  //0xC5286FFC176F28A2

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

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  46. void _0x2A10538D0A005E81 ( Any p0, Any p1 )  //0x2A10538D0A005E81

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  47. BOOL IS_PED_SPRINTING ( Ped ped )  //0x57E457CD2C0FC168

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

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  49. void _0x4F57397388E1DFF8 ()  //0x4F57397388E1DFF8

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

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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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