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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_AMBIENT_ANIMAL_STALK ( Ped ped, Any p1, Any p2 )  //0x37C13863ABA1B4A3

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  2. void TASK_USE_NEAREST_TRAIN_SCENARIO_TO_COORD_WARP ( Ped ped, float x, float y, float z, float distance )  //0x3774B03456DD6106

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  3. Any _0x370F57C47F68EBCA ( Any p0 )  //0x370F57C47F68EBCA

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  4. void _0x36D188AECB26094B ( Any p0 )  //0x36D188AECB26094B

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

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  6. void _0x358A1A751B335A11 ( Any p0 )  //0x358A1A751B335A11

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  7. void TASK_REVIVE_TARGET ( Ped ped, Ped reviver, Hash tool )  //0x356088527D9EBAAD

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  8. void ASSISTED_MOVEMENT_REMOVE_ROUTE ( const char* route )  //0x3548536485DD792B

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  9. Any _0x351F74ED6177EBE7 ()  //0x351F74ED6177EBE7

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  10. void _SET_PED_CLEAR_AIMING_IN_THE_AIR ( Ped ped, Any p1 )  //0x34C0010188D7C54A

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

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  12. int GET_SCENARIO_POINTS_IN_AREA ( float posX, float posY, float posZ, float radius, Any* scenariosInRadius, int size )  //0x345EC3B7EBDE1CB5

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  13. void TASK_GOTO_ENTITY_OFFSET_XY ( Ped ped, Entity entity, int duration, float p3, float p4, float p5, float p6, BOOL p7 )  //0x338E7EF52B6095A9

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  14. 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

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  15. void _0x31BB338F64D5C861 ( Ped ped, BOOL p1 )  //0x31BB338F64D5C861

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  16. void TASK_VEHICLE_FOLLOW_WAYPOINT_RECORDING ( Ped ped, Vehicle vehicle, Any p10, const char* waypointRecording, int drivingMode, Any p4, int eWaypoint, int flag, float p7, BOOL p8 )  //0x3123FAA6DB1CF7ED

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  17. BOOL IS_TASK_MOVE_NETWORK_READY_FOR_TRANSITION ( Ped ped )  //0x30ED88D5E0C56A37

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  18. void _0x30B391915538EBE2 ( Any p0 )  //0x30B391915538EBE2

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  19. void _TASK_ANIMAL_BLEED_OUT ( Ped ped, Ped killer, BOOL p2, Hash weaponHash, int p4, int p5 )  //0x30A768C30D385EC5

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  20. 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

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  21. Any _0x30146C25686B7836 ( Any p0, Any p1 )  //0x30146C25686B7836

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  22. BOOL WAYPOINT_RECORDING_GET_COORD ( const char* waypointRecording, int point, Vector3* coord )  //0x2FB897405C90B361

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  23. void TASK_DRIVE_BY ( Ped driverPed, Ped targetPed, Vehicle targetVehicle, float targetX, float targetY, float targetZ, float distanceToShoot, int pedAccuracy, BOOL p8, Hash firingPattern )  //0x2F8AF0E82773A171

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  24. void _0x2EB977293923C723 ( Any p0, Any p1 )  //0x2EB977293923C723

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  25. void TASK_FOLLOW_TO_OFFSET_OF_COORD ( Ped ped, Any p1, Any p10, Any p11, Any p12, Any p13, Any p14, Any p2, Any p3, Any p4 )  //0x2E3676282C18A692

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  26. void _RESET_SCENARIO_FOR_ENTITY ( int scenario, Entity entity )  //0x2E20878FD208A68E

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  27. void _0x2E1D6D87346BB7D2 ( Any p0, Any p1, Any p2, Any p3 )  //0x2E1D6D87346BB7D2

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  28. Any _0x2D657B10F211C572 ( Ped ped, float p1 )  //0x2D657B10F211C572

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  29. 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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  30. void TASK_FOLLOW_ENTITY_WHILE_AIMING_AT_ENTITY ( Ped ped, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7 )  //0x2D532EAA142CF83F

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  31. BOOL CAN_START_ITEM_INTERACTION ( Ped ped, Hash itemHash, Hash interactionHash, int p3 )  //0x2D19BC4DF626CBE7

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  32. int _GET_SCENARIO_POINT_TYPE_PED_IS_USING ( Ped ped )  //0x2D0571BB55879DA2

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  33. Any _0x2C497BDEF897C6DF ( Any p0 )  //0x2C497BDEF897C6DF

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  34. void TASK_SWAP_FISHING_BAIT ( Ped ped, const char* bait, BOOL withoutBuoy )  //0x2C28AC30A72722DA

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  35. void TASK_COMBAT_HATED_TARGETS_AROUND_PED_TIMED ( Ped ped, float radius, float p2, Any p3 )  //0x2BBA30B854534A0C

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  36. void _0x2B8AF29A78024BD3 ( Any p0 )  //0x2B8AF29A78024BD3

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  37. BOOL IS_PED_GETTING_UP ( Ped ped )  //0x2A74E1D5F2F00EEC

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

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  39. void SET_ENABLE_SPEED_RESTRAIN_FOR_WAYPOINT_RECORDING_LEADER ( Any p0, Any p1 )  //0x295F03DC97BEEBC1

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  40. BOOL PED_HAS_USE_SCENARIO_TASK ( Ped ped )  //0x295E3CCEC879CCD7

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  41. Entity GET_PROP_FOR_SCENARIO_POINT ( int scenarioPoint, const char* name )  //0x295514F198EFD0CA

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  42. void _0x2948235DB2058E99 ( Any p0, Any p1 )  //0x2948235DB2058E99

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  43. void _0x28EF780BDEA8A639 ( Ped ped, int p1 )  //0x28EF780BDEA8A639

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

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  45. int GET_PED_WAYPOINT_PROGRESS ( Ped ped )  //0x2720AAA75001E094

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

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  47. void WAYPOINT_PLAYBACK_RESUME ( Ped ped, BOOL p1, int p2, int p3 )  //0x244F70C84C547D2D

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  48. Any _0x244430C13BA5258E ( Any p0, Any p1, Any p2, Any p3 )  //0x244430C13BA5258E

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  49. void _0x2416EC2F31F75266 ( Entity entity, Entity targetEntity, int duration, Any p3, Any p4 )  //0x2416EC2F31F75266

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  50. void _0x23767D80C7EED7C6 ( Any p0, Any p1 )  //0x23767D80C7EED7C6

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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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