RDR2 NativeDB
Browse our wiki-style database of native functions in Red Dead Redemption II.
Namespaces
- BUILTIN
- AICOVERPOINT
- AITRANSPORT
- ANIMSCENE
- _NAMESPACE4
- ATTRIBUTE
- AUDIO
- BOUNTY
- BRAIN
- CAM
- CLOCK
- COLLECTION
- COMPANION
- COMPENDIUM
- CRASHLOG
- CREW
- DATABINDING
- DATAFILE
- DEBUG
- DECORATOR
- DLC
- ENTITY
- EVENT
- FIRE
- FLOCK
- GRAPHICS
- GANG
- GOOGLE_ANALYTICS
- HUD
- IK
- _NAMESPACE30
- INTERIOR
- INVENTORY
- ITEMDATABASE
- ITEMSET
- LAW
- LOCALIZATION
- MAP
- MINIGAME
- MISC
- MISSIONDATA
- MONEY
- NETSHOPPING
- NETWORK
- OBJECT
- PAD
- PATHFIND
- PED
- PERSCHAR
- PERSISTENCE
- PHYSICS
- PLAYER
- POPULATION
- POSSE
- PROPSET
- QUEUE
- RECORDING
- REPLAY
- SCRIPTS
- SAVE
- SHAPETEST
- SOCIALCLUB
- SOCIALCLUBFEED
- SPACTIONPROXY
- STATS
- STREAMING
- TASK
- TELEMETRY
- TXD
- UIAPPS
- UIDEBUG
- UIEVENTS
- UIFEED
- UILOG
- UIPINNING
- UITUTORIAL
- UISTATEMACHINE
- UISTICKYFEED
- UNLOCK
- VEHICLE
- VOICE
- VOLUME
- WATER
- WEAPON
- ZONE
641 natives in namespace TASK
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void TASK_PUT_PED_DIRECTLY_INTO_GRAPPLE ( Ped ped, Ped grappleTarget, Hash grappleStyle, float p3, float p4, BOOL p5, int p6 ) //0xA05F3F20889D7A5B
- 0
- 380
- 1207
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void TASK_PUT_PED_DIRECTLY_INTO_MELEE ( Ped ped, Ped meleeTarget, Hash meleeStyle, float p3, float animBlendRatio, BOOL p5, int p6 ) //0x1C6CD14A876FFE39
- 0
- 333
- 1207
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void TASK_REACT ( Ped ped, Entity reactingTo, float x, float y, float z, const char* reactionName, float p6, float p7, int p8 ) //0xC4C32C31920E1B70
- 0
- 329
- 1207
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void TASK_RELOAD_WEAPON ( Ped ped, BOOL unused ) //0x62D2916F56B9CD2D
- 0
- 288
- 1207
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void TASK_REVIVE_TARGET ( Ped ped, Ped reviver, Hash tool ) //0x356088527D9EBAAD
- 0
- 288
- 1207
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void TASK_RIDE_TRAIN ( Ped ped, Vehicle train, int scenarioPoint, Hash scenarioHash ) //0x37FB1C870E2EC2C6
- 0
- 219
- 1207
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void TASK_ROB_PED ( Ped ped, Any p1, Any p2, Any p3, Any p4 ) //0x7BB967F85D8CCBDB
- 0
- 300
- 1207
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void TASK_SCRIPTED_ANIMATION ( Ped ped, Any* args ) //0x126EF75F1E17ABE5
- 0
- 448
- 1207
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void TASK_SEEK_CLEAR_LOS_TO_ENTITY ( Ped ped, Entity entity, float p2, float p3, float p4 ) //0x8D7F2A63688C20A4
- 0
- 291
- 1207
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void TASK_SEEK_COVER_FROM_PED ( Ped ped, Any p1, Any p2, Any p3, Any p4, Any p5 ) //0x84D32B3BEC531324
- 0
- 246
- 1207
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void TASK_SEEK_COVER_FROM_POS ( Ped ped, float x, float y, float z, Any p4, Any p5, Any p6, Any p7 ) //0x75AC2B60386D89F2
- 0
- 236
- 1207
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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
- 0
- 319
- 1207
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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
- 0
- 255
- 1207
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void TASK_SET_BLOCKING_OF_NON_TEMPORARY_EVENTS ( Ped ped, BOOL toggle ) //0x90D2156198831D69
- 0
- 244
- 1207
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void TASK_SET_CROUCH_MOVEMENT ( Ped ped, BOOL p1, Any p2, BOOL p3 ) //0x17293C633C8AC019
- 0
- 234
- 1207
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void TASK_SET_SPHERE_DEFENSIVE_AREA ( Ped ped, float p1, float p2, float p3, float p4 ) //0x933C06518B52A9A4
- 0
- 315
- 1207
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void TASK_SET_STEALTH_MOVEMENT ( Ped ped, BOOL p1, Any p2, BOOL p3 ) //0x4C3FA937B44A90FA
- 0
- 250
- 1207
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void TASK_SHOCKING_EVENT_REACT ( Ped ped, Any p1, Any p2 ) //0x452419CBD838065B
- 0
- 322
- 1207
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int TASK_SHOOT_AT_COORD ( Ped ped, float x, float y, float z, int duration, Hash firingPattern, Any p6 ) //0x46A6CC01E0826106
- 0
- 559
- 1207
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void TASK_SHOOT_AT_ENTITY ( Entity entity, Entity targetEntity, int duration, Hash firingPattern, BOOL affectCockedState ) //0x08DA95E8298AE772
- 0
- 479
- 1207
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void TASK_SHOOT_WITH_WEAPON ( Ped ped, Any* args ) //0x08AA95E8298AE772
- 0
- 318
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void TASK_SHUFFLE_TO_NEXT_VEHICLE_SEAT ( Ped ped, Vehicle vehicle ) //0x7AA80209BDA643EB
- 0
- 207
- 1207
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void TASK_SMART_FLEE_COORD ( Ped ped, float x, float y, float z, float distance, int time, int fleeType, float fleeSpeed ) //0x94587F17E9C365D5
- 0
- 296
- 1207
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void TASK_SMART_FLEE_PED ( Ped ped, Ped fleeFromTarget, float fleeDistance, int fleeTime, int fleeType, float fleeSpeed, Ped targetPed ) //0x22B0D0E37CCB840D
- 1
- 499
- 1207
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void TASK_STAND_GUARD ( Ped ped, float x, float y, float z, float heading, const char* scenarioName ) //0xAE032F8BBA959E90
- 0
- 277
- 1207
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void TASK_STAND_STILL ( Ped ped, int time ) //0x919BE13EED931959
- 0
- 434
- 1207
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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
- 0
- 766
- 1207
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void TASK_STAY_IN_COVER ( Ped ped ) //0xE5DA8615A6180789
- 0
- 287
- 1207
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void TASK_STOP_LEADING_HORSE ( Ped ped ) //0xED27560703F37258
- 0
- 180
- 1207
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void TASK_SWAP_FISHING_BAIT ( Ped ped, const char* bait, BOOL withoutBuoy ) //0x2C28AC30A72722DA
- 0
- 260
- 1207
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void TASK_SWAP_WEAPON ( Ped ped, Any p1, Any p2, Any p3, Any p4 ) //0xA21C51255B205245
- 0
- 422
- 1207
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void TASK_THROW_PROJECTILE ( Ped ped, Any p1, Any p2, Any p3 ) //0x7285951DBF6B5A51
- 0
- 248
- 1207
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void TASK_TURN_PED_TO_FACE_COORD ( Ped ped, float x, float y, float z, int duration ) //0x1DDA930A0AC38571
- 0
- 236
- 1207
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void TASK_TURN_PED_TO_FACE_ENTITY ( Ped ped, Entity targetEntity, int duration, float p3, float p4, float p5 ) //0x5AD23D40115353AC
- 0
- 256
- 1207
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void TASK_TURN_TO_FACE_CLOSEST_PED ( Ped ped, float p1, float p2, int p3 ) //0x84179419DBDD36F2
- 0
- 222
- 1207
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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
- 0
- 274
- 1207
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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
- 0
- 269
- 1207
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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
- 0
- 291
- 1207
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void TASK_USE_NEAREST_TRAIN_SCENARIO_TO_COORD_WARP ( Ped ped, float x, float y, float z, float distance ) //0x3774B03456DD6106
- 0
- 300
- 1207
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void TASK_USE_RANDOM_SCENARIO_IN_GROUP ( Ped ped, Any p1, Any p2, Any p3, Any p4 ) //0x14747F4A5971DE4E
- 0
- 205
- 1207
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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
- 0
- 276
- 1207
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void TASK_VEHICLE_AIM_AT_COORD ( Ped ped, float x, float y, float z ) //0x447C1E9EF844BC0F
- 0
- 245
- 1207
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void TASK_VEHICLE_AIM_AT_PED ( Ped ped, Ped target ) //0xE41885592B08B097
- 0
- 214
- 1207
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void TASK_VEHICLE_DRIVE_STRAIGHT_TO_POINT ( Ped driver, Vehicle vehicle, float x, float y, float z, float p5, float p6, int flag ) //0x089FF2FB965F0A29
- 0
- 259
- 1207
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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
- 0
- 536
- 1207
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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
- 0
- 213
- 1207
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void TASK_VEHICLE_DRIVE_WANDER ( Ped ped, Vehicle vehicle, float speed, int drivingStyle ) //0x480142959D337D00
- 0
- 407
- 1207
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void TASK_VEHICLE_ESCORT ( Ped ped, Vehicle vehicle, Vehicle targetVehicle, int mode, float speed, int drivingStyle, float minDistance, int p7, float noRoadsDistance ) //0x0FA6E4B75F302400
- 0
- 277
- 1207
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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
- 0
- 239
- 1207
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void TASK_VEHICLE_GOTO_NAVMESH ( Ped ped, Vehicle vehicle, float x, float y, float z, float speed, int behaviorFlag, float stoppingRange ) //0x195AEEB13CEFE2EE
- 0
- 364
- 1207
Red Dead Redemption 2 Native Database by www.mod-rdr.com, includes contributions by gudmunduro and alloc8or.
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