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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 _0x0FE797DD9F70DFA6 ( Any p0, Any p1, Any p2, Any p3 )  //0x0FE797DD9F70DFA6

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  2. 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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  3. void TASK_CLEAR_LOOK_AT ( Ped ped )  //0x0F804F1DB19B9689

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  4. void _TASK_USE_SCENARIO_POINT_2 ( Ped ped, Ped ped2, Any p2, const char* p3, int p4, Hash p5, float p6, BOOL p7 )  //0x0F6641449DD86FBE

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  5. void _0x0F4F6C4CE471259D ( Any p0, Any p1 )  //0x0F4F6C4CE471259D

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  6. void WAYPOINT_PLAYBACK_PAUSE ( Ped ped, Any p1, Any p2, Any p3 )  //0x0F342546AA06FED5

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  7. void _0x0E184495B27BB57D ()  //0x0E184495B27BB57D

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

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  9. void RESET_SCENARIO_TYPES_ENABLED ()  //0x0D40EE2A7F2B2D6D

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  10. void _0x0D322AEF8878B8FE ( Any p0, Any p1 )  //0x0D322AEF8878B8FE

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  11. void TASK_FOLLOW_WAYPOINT_RECORDING_ADVANCED ( Ped ped, Any p1 )  //0x0CFC13EBC19BCA52

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

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  13. BOOL _IS_SCENARIO_POINT_ACTIVE ( int scenario )  //0x0CC36D4156006509

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  14. BOOL IS_PED_EXITING_SCENARIO ( Ped ped, BOOL p1 )  //0x0C3CB2E600C8977D

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  15. void TASK_JUMP ( Ped ped, BOOL unused )  //0x0AE4086104E067B1

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  16. Any _0x0A98A362C5A19A43 ( Any p0 )  //0x0A98A362C5A19A43

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  17. void TASK_DISEMBARK_NEAREST_TRAIN_CARRIAGE ( Ped ped, float p1, int flags )  //0x0A11F3BDEC03ED5F

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  18. void _0x099D4A855D53B03B ( Any p0, Any p1, Any p2 )  //0x099D4A855D53B03B

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  19. void _0x098CAA6DBE7D8D82 ( Any p0, Any p1 )  //0x098CAA6DBE7D8D82

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  20. void _0x098036CAB8373D36 ( Any p0 )  //0x098036CAB8373D36

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

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

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  23. 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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  24. void TASK_FOLLOW_WAYPOINT_RECORDING ( Ped ped, const char* waypointRecording, int p2, int flag, int p4, BOOL p5, Any p6, int p7 )  //0x0759591819534F7B

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  25. void _0x06ECF3925BC2ABAE ( Any p0, Any p1 )  //0x06ECF3925BC2ABAE

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  26. Entity _GET_ITEM_INTERACTION_ENTITY_FROM_PED ( Ped ped, Hash item )  //0x05A0100EA714DB68

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  27. void WAYPOINT_PLAYBACK_START_SHOOTING_AT_COORD ( Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6 )  //0x057A25CFCC9DB671

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  28. int TASK_WALK_AWAY ( Ped ped, Ped run from )  //0x04ACFAC71E6858F9

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  29. void _TASK_VEHICLE_FOLLOW_WAYPOINT_RECORDING_2 ( Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7, Any p8, Any p9 )  //0x041D17A9E221AE30

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  30. Any _0x03D741CB4052E26C ( Any p0 )  //0x03D741CB4052E26C

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  31. BOOL IS_PED_RUNNING_INSPECTION_TASK ( Ped ped )  //0x038B1F1674F0E242

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  32. Any _0x0365000D8BF86531 ( Any p0 )  //0x0365000D8BF86531

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  33. void SET_ANIM_RATE ( Any p0, float p1, Any p2, BOOL p3 )  //0x032D49C5E359C847

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  34. BOOL _PED_IS_IN_SCENARIO_BASE ( Ped ped )  //0x02EBBB3989B7E695

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  35. void SET_SCENARIO_GROUP_ENABLED ( const char* scenarioGroup, BOOL toggle )  //0x02C8E5B49848664E

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  36. Any _0x01AF8A3729231A43 ( Any p0 )  //0x01AF8A3729231A43

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  37. void _SET_PED_IGNORE_DEAD_BODIES ( Ped ped, BOOL toggle )  //0x013A7BA5015C1372

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  38. Any _0x00FFE0F85253C572 ( Any p0 )  //0x00FFE0F85253C572

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  39. int GET_SEQUENCE_PROGRESS ( Ped ped )  //0x00A9010CFE1E3533

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  40. float WAYPOINT_RECORDING_GET_SPEED_AT_POINT ( const char* waypointRecording, int point )  //0x005622AEBC33ACA9

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  41. void _0x0000A8ACDC2E1B6A ( Any p0, Any p1 )  //0x0000A8ACDC2E1B6A

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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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