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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_PUT_PED_DIRECTLY_INTO_GRAPPLE ( Ped ped, Ped grappleTarget, Hash grappleStyle, float p3, float p4, BOOL p5, int p6 )  //0xA05F3F20889D7A5B

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  2. 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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  3. void TASK_REACT ( Ped ped, Entity reactingTo, float x, float y, float z, const char* reactionName, float p6, float p7, int p8 )  //0xC4C32C31920E1B70

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  4. void TASK_RELOAD_WEAPON ( Ped ped, BOOL unused )  //0x62D2916F56B9CD2D

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

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  6. void TASK_RIDE_TRAIN ( Ped ped, Vehicle train, int scenarioPoint, Hash scenarioHash )  //0x37FB1C870E2EC2C6

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  7. void TASK_ROB_PED ( Ped ped, Any p1, Any p2, Any p3, Any p4 )  //0x7BB967F85D8CCBDB

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

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  9. void TASK_SEEK_CLEAR_LOS_TO_ENTITY ( Ped ped, Entity entity, float p2, float p3, float p4 )  //0x8D7F2A63688C20A4

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  10. void TASK_SEEK_COVER_FROM_PED ( Ped ped, Any p1, Any p2, Any p3, Any p4, Any p5 )  //0x84D32B3BEC531324

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  11. void TASK_SEEK_COVER_FROM_POS ( Ped ped, float x, float y, float z, Any p4, Any p5, Any p6, Any p7 )  //0x75AC2B60386D89F2

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  12. 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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  13. void TASK_SEEK_COVER_TO_COVER_POINT ( Ped ped, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7, Any p8 )  //0xD43D95C7A869447F

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  14. void TASK_SET_BLOCKING_OF_NON_TEMPORARY_EVENTS ( Ped ped, BOOL toggle )  //0x90D2156198831D69

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  15. void TASK_SET_CROUCH_MOVEMENT ( Ped ped, BOOL p1, Any p2, BOOL p3 )  //0x17293C633C8AC019

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  16. void TASK_SET_SPHERE_DEFENSIVE_AREA ( Ped ped, float p1, float p2, float p3, float p4 )  //0x933C06518B52A9A4

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  17. void TASK_SET_STEALTH_MOVEMENT ( Ped ped, BOOL p1, Any p2, BOOL p3 )  //0x4C3FA937B44A90FA

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  18. void TASK_SHOCKING_EVENT_REACT ( Ped ped, Any p1, Any p2 )  //0x452419CBD838065B

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

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

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  21. void TASK_SHOOT_WITH_WEAPON ( Ped ped, Any* args )  //0x08AA95E8298AE772

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  22. void TASK_SHUFFLE_TO_NEXT_VEHICLE_SEAT ( Ped ped, Vehicle vehicle )  //0x7AA80209BDA643EB

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  23. void TASK_SMART_FLEE_COORD ( Ped ped, float x, float y, float z, float distance, int time, int fleeType, float fleeSpeed )  //0x94587F17E9C365D5

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

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

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

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  27. 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

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  28. void TASK_STAY_IN_COVER ( Ped ped )  //0xE5DA8615A6180789

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  29. void TASK_STOP_LEADING_HORSE ( Ped ped )  //0xED27560703F37258

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

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

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  32. void TASK_THROW_PROJECTILE ( Ped ped, Any p1, Any p2, Any p3 )  //0x7285951DBF6B5A51

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  33. void TASK_TURN_PED_TO_FACE_COORD ( Ped ped, float x, float y, float z, int duration )  //0x1DDA930A0AC38571

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  34. void TASK_TURN_PED_TO_FACE_ENTITY ( Ped ped, Entity targetEntity, int duration, float p3, float p4, float p5 )  //0x5AD23D40115353AC

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  35. void TASK_TURN_TO_FACE_CLOSEST_PED ( Ped ped, float p1, float p2, int p3 )  //0x84179419DBDD36F2

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  36. void TASK_USE_NEAREST_SCENARIO_CHAIN_TO_COORD ( Ped ped, float x, float y, float z, float distance, BOOL p5, BOOL p6, BOOL p7, BOOL p8 )  //0x9FDA1B3D7E7028B3

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  37. void TASK_USE_NEAREST_SCENARIO_CHAIN_TO_COORD_WARP ( Ped ped, float x, float y, float z, float distance, BOOL p5, BOOL p6, BOOL p7, BOOL p8 )  //0x97A28E63F0BA5631

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  38. void TASK_USE_NEAREST_SCENARIO_TO_COORD_WARP ( Ped ped, float x, float y, float z, float distance, int duration, BOOL p6, BOOL p7, BOOL p8, BOOL p9 )  //0x58E2E0F23F6B76C3

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

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  40. void TASK_USE_RANDOM_SCENARIO_IN_GROUP ( Ped ped, Any p1, Any p2, Any p3, Any p4 )  //0x14747F4A5971DE4E

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  41. void TASK_USE_SCENARIO_POINT ( Ped ped, int scenario, const char* conditionalAnim, int p3, BOOL p4, BOOL p5, Hash p6, BOOL p7, float p8, BOOL p9 )  //0xCCDAE6324B6A821C

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  42. void TASK_VEHICLE_AIM_AT_COORD ( Ped ped, float x, float y, float z )  //0x447C1E9EF844BC0F

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  43. void TASK_VEHICLE_AIM_AT_PED ( Ped ped, Ped target )  //0xE41885592B08B097

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  44. void TASK_VEHICLE_DRIVE_STRAIGHT_TO_POINT ( Ped driver, Vehicle vehicle, float x, float y, float z, float p5, float p6, int flag )  //0x089FF2FB965F0A29

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  45. 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

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  46. void TASK_VEHICLE_DRIVE_TO_DESTINATION ( Ped driver, Vehicle vehicle, BOOL p10, float x, float y, float z, float speed, int drivingFlags, int p7, float stoppingRange1 )  //0x7F241A0D14354583

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

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  48. void TASK_VEHICLE_ESCORT ( Ped ped, Vehicle vehicle, Vehicle targetVehicle, int mode, float speed, int drivingStyle, float minDistance, int p7, float noRoadsDistance )  //0x0FA6E4B75F302400

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  49. 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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  50. void TASK_VEHICLE_GOTO_NAVMESH ( Ped ped, Vehicle vehicle, float x, float y, float z, float speed, int behaviorFlag, float stoppingRange )  //0x195AEEB13CEFE2EE

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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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