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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. BOOL IS_SCENARIO_OCCUPIED ( float p0, float p1, float p2, float p3, BOOL p4 )  //0x788756D73AC2E07C

    • 0
    • 224
    • 1207
  2. BOOL PED_HAS_USE_SCENARIO_TASK ( Ped ped )  //0x295E3CCEC879CCD7

    • 0
    • 206
    • 1207
  3. BOOL _PED_IS_IN_SCENARIO_BASE ( Ped ped )  //0x02EBBB3989B7E695

    • 0
    • 188
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  4. BOOL TASK_CONFRONT ( Ped ped, Ped targetPed, int p2 )  //0x3A2A2071DF5CC569

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

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

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

    • 0
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  8. BOOL _TASK_INTIMIDATED ( Any p0, Any p1, Any p2, Any p3, Any p4 )  //0x648B75D44930D6BD

    • 0
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  9. BOOL _TASK_INTIMIDATED_2 ( Ped victim, Ped attacker, int p2, BOOL p3, BOOL p4, BOOL everyFrame, BOOL p6, BOOL p7, int flag )  //0x933ACC1A1771A288

    • 0
    • 210
    • 1207
  10. BOOL _GET_TASK_FISHING ( Ped ped, Any* p1 )  //0xF3735ACD11ACD500

    • 0
    • 252
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  11. BOOL _SET_TASK_FISHING ( Ped ped, Any* p1 )  //0xF3735ACD11ACD501

    • 0
    • 240
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  12. BOOL _0xB520DBDA7FCF573F ( Ped ped )  //0xB520DBDA7FCF573F

    • 0
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  13. BOOL _GET_PED_IS_IGNORING_DEAD_BODIES ( Ped ped )  //0x1948BBE561A2375A

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

    • 0
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  15. BOOL _DOES_SCENARIO_GROUP_EXIST_HASH ( Hash scenarioGroup )  //0x76E98B52369A289C

    • 0
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  16. BOOL IS_SCENARIO_GROUP_ENABLED ( const char* scenarioGroup )  //0x367A09DED4E05B99

    • 0
    • 180
    • 1207
  17. BOOL _IS_SCENARIO_GROUP_ENABLED_HASH ( Hash scenarioGroup )  //0xDCC374913DE6AAA6

    • 0
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  18. BOOL _IS_SCENARIO_POINT_ACTIVE ( int scenario )  //0x0CC36D4156006509

    • 0
    • 176
    • 1207
  19. BOOL IS_SCENARIO_TYPE_ENABLED ( const char* scenarioType )  //0x3A815DB3EA088722

    • 0
    • 184
    • 1207
  20. BOOL IS_PED_ACTIVE_IN_SCENARIO ( Ped ped, int scenario )  //0xAA135F9482C82CC3

    • 0
    • 204
    • 1207
  21. BOOL IS_PED_EXITING_SCENARIO ( Ped ped, BOOL p1 )  //0x0C3CB2E600C8977D

    • 0
    • 185
    • 1207
  22. BOOL CAN_START_ITEM_INTERACTION ( Ped ped, Hash itemHash, Hash interactionHash, int p3 )  //0x2D19BC4DF626CBE7

    • 0
    • 220
    • 1207
  23. BOOL IS_PED_RUNNING_INSPECTION_TASK ( Ped ped )  //0x038B1F1674F0E242

    • 0
    • 190
    • 1207
  24. BOOL IS_PED_RUNNING_TASK_ITEM_INTERACTION ( Ped ped )  //0xEC7E480FF8BD0BED

    • 0
    • 245
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  25. BOOL IS_PED_GETTING_UP ( Ped ped )  //0x2A74E1D5F2F00EEC

    • 0
    • 180
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  26. BOOL IS_PED_IN_WRITHE ( Ped ped )  //0xDEB6D52126E7D640

    • 0
    • 323
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  27. BOOL GET_IS_TASK_ACTIVE ( Ped ped, int taskIndex )  //0xB0760331C7AA4155

    • 0
    • 523
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  28. BOOL IS_PED_SCENARIO_REACT_LOOKING ( Ped ped, BOOL p1 )  //0x916B8E075ABC8B4E

    • 0
    • 186
    • 1207
  29. BOOL GET_IS_WAYPOINT_RECORDING_LOADED ( const char* waypointRecording )  //0xCB4E8BE8A0063C5D

    • 0
    • 203
    • 1207
  30. BOOL WAYPOINT_RECORDING_GET_NUM_POINTS ( const char* waypointRecording, int* points )  //0x5343532C01A07234

    • 0
    • 184
    • 1207
  31. BOOL WAYPOINT_RECORDING_GET_COORD ( const char* waypointRecording, int point, Vector3* coord )  //0x2FB897405C90B361

    • 0
    • 258
    • 1207
  32. BOOL WAYPOINT_RECORDING_GET_CLOSEST_WAYPOINT ( const char* waypointRecording, float x, float y, float z, int* point )  //0xB629A298081F876F

    • 0
    • 178
    • 1207
  33. BOOL IS_WAYPOINT_PLAYBACK_GOING_ON_FOR_PED ( Ped ped, const char* waypointRecording )  //0xE03B3F2D3DC59B64

    • 0
    • 150
    • 1207
  34. BOOL _0x583AE9AF9CEE0958 ( Vehicle vehicle, float x, float y, float z )  //0x583AE9AF9CEE0958

    • 0
    • 184
    • 1207
  35. BOOL WAYPOINT_PLAYBACK_GET_IS_PAUSED ( Ped ped )  //0x701375A7D43F01CB

    • 0
    • 217
    • 1207
  36. BOOL WAYPOINT_PLAYBACK_GET_IS_AIMING ( Ped ped )  //0xD73A5D1F0325C71C

    • 0
    • 201
    • 1207
  37. BOOL WAYPOINT_PLAYBACK_GET_IS_SHOOTING ( Ped ped )  //0xA5B94DF8AF058F46

    • 0
    • 184
    • 1207
  38. BOOL IS_DRIVEBY_TASK_UNDERNEATH_DRIVING_TASK ( Ped ped )  //0x8785E6E40C7A8818

    • 0
    • 229
    • 1207
  39. BOOL GET_IS_PED_AIMING_IN_THE_AIR ( Ped ped )  //0x8785E6E40C7A8819

    • 0
    • 217
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  40. BOOL IS_MOUNTED_WEAPON_TASK_UNDERNEATH_DRIVING_TASK ( Ped ped )  //0xA320EF046186FA3B

    • 0
    • 226
    • 1207
  41. BOOL _CREATE_WAYPOINT_PATH ( const char* pathName, Any* p1, int nodes, int p3 )  //0x5C885E0978B6AD60

    • 0
    • 189
    • 1207
  42. BOOL ASSISTED_MOVEMENT_IS_ROUTE_LOADED ( const char* route )  //0x60F9A4393A21F741

    • 0
    • 152
    • 1207
  43. BOOL IS_WAYPOINT_PLAYBACK_GOING_ON_FOR_VEHICLE ( Any p0, Any p1 )  //0xF5134943EA29868C

    • 0
    • 204
    • 1207
  44. BOOL DOES_SCRIPTED_COVER_POINT_EXIST_AT_COORDS ( Any p0, Any p1, Any p2, Any p3 )  //0xA98B8E3C088E5A31

    • 0
    • 224
    • 1207
  45. BOOL IS_TASK_MOVE_NETWORK_ACTIVE ( Ped ped )  //0x921CE12C489C4C41

    • 1
    • 277
    • 1207
  46. BOOL IS_TASK_MOVE_NETWORK_READY_FOR_TRANSITION ( Ped ped )  //0x30ED88D5E0C56A37

    • 0
    • 181
    • 1207
  47. BOOL GET_TASK_MOVE_NETWORK_EVENT ( Ped ped, const char* eventName )  //0xB4F47213DF45A64C

    • 0
    • 359
    • 1207
  48. BOOL IS_MOVE_BLEND_RATIO_STILL ( Ped ped )  //0x349CE7B56DAFD95C

    • 0
    • 164
    • 1207
  49. BOOL IS_MOVE_BLEND_RATIO_WALKING ( Ped ped )  //0xF133BBBE91E1691F

    • 0
    • 215
    • 1207
  50. BOOL IS_MOVE_BLEND_RATIO_RUNNING ( Ped ped )  //0xD4D8636C0199A939

    • 0
    • 176
    • 1207

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

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