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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 END_DUEL ( Ped ped, BOOL p1, float p2 )  //0xEED08A3A98B847E2

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  2. 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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  3. Ped _GET_PED_USING_SCENARIO_POINT ( int scenario )  //0x5BA659955369B0E2

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  4. void _0x651F0530083C0E5A ( Any p0, Any p1 )  //0x651F0530083C0E5A

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  5. void _TASK_VEHICLE_DRIVE_TO_COORD_2 ( Ped ped, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7, Any p8 )  //0xF0108F01FB105DA2

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  6. Vector3 _GET_SCENARIO_POINT_COORDS ( int scenario, BOOL p1 )  //0xA8452DD321607029

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

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  8. Vector3 _0x91CB5E431F579BA1 ( Any p0 )  //0x91CB5E431F579BA1

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  9. void _0x9EBD34958AB6F824 ( Any p0 )  //0x9EBD34958AB6F824

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

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  11. BOOL GET_IS_CARRIABLE_ENTITY ( Entity entity )  //0x0CCFE72B43C9CF96

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  12. 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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  13. float _GET_SCENARIO_POINT_HEADING ( int scenario, BOOL p1 )  //0xB93EA7184BAA85C3

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  14. Any _0x10ADFDF07B7DFFBA ( Any p0, Any p1, Any p2 )  //0x10ADFDF07B7DFFBA

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  15. void _0x3FFCD7BBA074CC80 ( Ped ped, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7, Any p8 )  //0x3FFCD7BBA074CC80

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  16. float _GET_SCENARIO_POINT_RADIUS ( int scenario )  //0x6718F40313A2B5A6

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  17. 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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  18. void TASK_GO_STRAIGHT_TO_COORD ( Ped ped, float x, float y, float z, float speed, int timeout, float p6, float p7, int p8 )  //0xD76B57B44F1E6F8B

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  19. void _SET_SCENARIO_POINT_COORDS ( int scenario, float xPos, float yPos, float zPos, BOOL p4 )  //0x2056AB38DF06825C

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

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  21. void TASK_GO_STRAIGHT_TO_COORD_RELATIVE_TO_ENTITY ( Ped ped, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7 )  //0x61E360B7E040D12E

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  22. void _SET_SCENARIO_POINT_HEADING ( int scenario, float heading, BOOL p2 )  //0xD3A0DA8F91612C6E

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  23. void TASK_DUMP_CARRIABLE_FROM_PARENT ( Ped ped, Ped ped2, Entity entity )  //0x17CA98707B15926A

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

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  25. void _SET_SCENARIO_POINT_RADIUS ( int scenario, float radius )  //0xC47D9080A9A8856A

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

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  27. 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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  28. void _0xA7479FB665361EDB ( Any p0, Any p1 )  //0xA7479FB665361EDB

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  29. void _0xE2CF104ADD49D4BF ( Any p0 )  //0xE2CF104ADD49D4BF

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

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  31. void _0xE69FDA40AAC3EFC0 ( Any p0, Any p1 )  //0xE69FDA40AAC3EFC0

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

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  33. void _0xBAAB791AA72C2821 ( Any p0, Any p1 )  //0xBAAB791AA72C2821

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

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

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

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  37. Any _0xEFD875C2791EBEFD ( Any p0, Any p1, Any p2, Any p3 )  //0xEFD875C2791EBEFD

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  38. void _TASK_CUT_FREE_HOGTIED_TARGET_PED ( Ped ped, Ped targetPed )  //0x81D16C4FF3A77ADF

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  39. void TASK_ACHIEVE_HEADING ( Ped ped, float heading, int timeout )  //0x93B93A37987F1F3D

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  40. Any _0x152664AA3188B193 ( Any p0, Any p1, Any p2, Any p3, Any p4, Any p5 )  //0x152664AA3188B193

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  41. void _TASK_CUT_FREE_HOGTIED_TARGET_PED_2 ( Ped ped, Ped targetPed, float p2 )  //0x525421A507216084

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  42. void TASK_FLUSH_ROUTE ()  //0x841142A1376E9006

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  43. Any _0xE7BBC4E56B989449 ( Any p0, Any p1, Any p2 )  //0xE7BBC4E56B989449

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  44. void _SET_HOGTIE_ESCAPE_TIMER ( Ped ped, float time )  //0xAB591AE6B48B913E

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  45. void TASK_EXTEND_ROUTE ( float x, float y, float z )  //0x1E7889778264843A

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  46. int _GET_SCENARIO_POINT_PED_IS_USING ( Ped ped, BOOL p1 )  //0xDF7993356F52359A

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  47. float _GET_HOGTIE_ESCAPE_TIMER ( Ped ped )  //0x4687E69D258BBE41

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  48. void TASK_FOLLOW_POINT_ROUTE ( Ped ped, Any p1, Any p2, Any p3, Any p4, Any p5 )  //0x0E14C5550DC3CD1D

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  49. Any GET_RANSACK_SCENARIO_POINT_PED_IS_USING ( Ped ped )  //0xD04241BBF6D03A5E

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  50. BOOL _REQUEST_HERB_COMPOSITE_ASSET ( Hash asset )  //0x73F0D0327BFA0812

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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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