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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_GOTO_ENTITY_OFFSET_XYZ_AIMING ( Ped ped, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7, Any p8, Any p9 )  //0x41B0832CA96B5351

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

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

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

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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_HITCH_ANIMAL ( Ped ped, int scenarioPoint, int flag )  //0x9030AD4B6207BFE8

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  8. void TASK_HOGTIE_TARGET_PED ( Ped ped, Ped targetPed )  //0x27829AFD3E03AC1A

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  9. int TASK_HOGTIEABLE ( Ped ped )  //0x6AFD8FE0D723328F

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

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  11. void TASK_INVESTIGATE ( Ped ped, Any p1, Any p2, Any p3, Any p4, Any p5 )  //0x5C8514540D27FBFB

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

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

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

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  15. void TASK_LASSO_PED ( Ped p0, Ped p1 )  //0xC716EB2BD16370A3

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  16. 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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  17. int TASK_LEAD_HORSE ( Ped ped, Ped horse )  //0x9A7A4A54596FE09D

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  18. void TASK_LEAVE_ANY_VEHICLE ( Ped ped, int p1, int taskFlag )  //0x504D54DF3F6F2247

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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_LOOK_AT_COORD ( Ped ped, float x, float y, float z, Any p4, Any p5, Any p6, Any p7 )  //0x6FA46612594F7973

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  21. void TASK_LOOK_AT_ENTITY ( Ped ped, Entity lookAtTarget, int duration, int p3, int p4, int p5 )  //0x69F4BE8C8CC4796C

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  22. void TASK_LOOT_ENTITY ( Ped ped, Entity entity )  //0x48FAE038401A2888

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  23. void TASK_LOOT_NEAREST_ENTITY ( Ped ped, float x, float y, float z, int p4, float p5 )  //0xCF1501CBC4059412

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  24. BOOL TASK_MELEE ( Ped ped, Ped targetPed, Hash p2, Any p3, Any p4, float p5, Any p6, float p7 )  //0x482C99D0B38D1B0A

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  25. 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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  26. 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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  27. void TASK_MOVE_FOLLOW_ROAD_USING_NAVMESH ( Ped ped, float moveBlendRatio, float x, float y, float z, Any p5 )  //0x79482C12482A860D

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

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

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  30. 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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  31. void TASK_MOVE_NETWORK_ADVANCED_BY_NAME_WITH_INIT_PARAMS ( Ped ped, Any p1, Any p10, Any p11, Any p12, Any p13, Any p14, Any p2, Any p3, Any p4 )  //0x7B6A04F98BBAFB2C

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  32. 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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  33. void TASK_MOVE_NETWORK_BY_NAME ( Ped ped, const char* task, float multiplier, BOOL p3, const char* animDict, int flags )  //0x2D537BA194896636

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  34. void TASK_MOVE_NETWORK_BY_NAME_WITH_INIT_PARAMS ( Ped ped, const char* p1, Any* data, float p3, BOOL p4, const char* animDict, int flags )  //0x139805C2A67C4795

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  35. void TASK_PATROL ( Ped ped, const char* patrolRoute, Any p2, BOOL p3, BOOL p4 )  //0xBDA5DF49D080FE4E

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

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

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  38. void TASK_PERFORM_SEQUENCE ( Ped ped, int taskSequenceId )  //0x5ABA3986D90D8A3B

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  39. void TASK_PERFORM_SEQUENCE_FROM_PROGRESS ( Ped ped, Any p1, Any p2, Any p3 )  //0x89221B16730234F0

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  40. void TASK_PERSISTENT_CHARACTER ( Ped ped )  //0x4391700CBD89C3D8

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  41. void TASK_PICK_UP_WEAPON ( Ped ped, Any p1 )  //0x55B0ECFD98596624

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  42. void TASK_PICKUP_CARRIABLE_ENTITY ( Ped ped, Entity entity )  //0x502EC17B1BED4BFA

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  43. void TASK_PLACE_CARRIED_ENTITY_AT_COORD ( Ped ped, Entity entity, float x, float y, float z, float p5, int flags )  //0xC7F0B43DCDC57E3D

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  44. void TASK_PLACE_CARRIED_ENTITY_ON_MOUNT ( Ped ped, Entity entity, Ped mount, float p3 )  //0x6D3D87C57B3D52C7

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  45. void TASK_PLANT_BOMB ( Ped ped, float x, float y, float z, float heading )  //0x965FEC691D55E9BF

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  46. 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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  47. 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

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  48. void TASK_PLAY_UPPER_ANIM_FACING_ENTITY ( Ped ped, const char* animDict, BOOL p10, float p11, const char* p12, int p13, float p14, const char* animName, Entity entity, int p4 )  //0xAD67214236AB1CFE

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  49. BOOL TASK_POLICE ( Ped ped, BOOL p1 )  //0x87BE56724650408E

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

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