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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Any _0xEB67D4E056C85A81 ( Any p0 ) //0xEB67D4E056C85A81
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Any _0x78D8C1D4EB80C588 ( Any p0 ) //0x78D8C1D4EB80C588
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int TASK_LEAD_HORSE ( Ped ped, Ped horse ) //0x9A7A4A54596FE09D
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void TASK_STOP_LEADING_HORSE ( Ped ped ) //0xED27560703F37258
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void _TASK_FLEE_FROM_COORD ( Any p0, Any p1, Any p10, Any p11, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7 ) //0x6879FF208ED87F2A
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void _TASK_FLEE_FROM_PED ( Ped ped, Ped fleeFromTarget, float x, float y, float z, float distance, int p6, int p7, float p8, Ped targetPed ) //0x7B74D8EEDE9B5727
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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
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void TASK_SMART_FLEE_PED ( Ped ped, Ped fleeFromTarget, float fleeDistance, int fleeTime, int fleeType, float fleeSpeed, Ped targetPed ) //0x22B0D0E37CCB840D
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void _0x673A8779D229BA5A ( Any p0, Any p1, Any p2, Any p3, Any p4, Any p5 ) //0x673A8779D229BA5A
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void _0x2E1D6D87346BB7D2 ( Any p0, Any p1, Any p2, Any p3 ) //0x2E1D6D87346BB7D2
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void TASK_FLEE_COORD ( Ped ped, float x, float y, float z, int fleeStyle, int p5, float p6, int duration, int p8 ) //0x58428248BF4B64E4
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void TASK_FLEE_PED ( Ped ped, Ped fleeFromTarget, int fleeStyle, int flag, float p4, int p5, int p6 ) //0xFD45175A6DFD7CE9
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void TASK_FLEE_COORD_VIA ( Any p0, Any p1, Any p10, Any p11, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7 ) //0x390E0B697D25EAF5
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void TASK_FLEE_PED_VIA ( Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7, Any p8, Any p9 ) //0x5802E0F910E4CF1D
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void _ADD_FLEE_TARGET_COORDS ( Ped ped, float x, float y, float z, float p4 ) //0xE8F1A5B4CED3725A
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void ADD_FLEE_TARGET_PED ( Ped ped, Ped targetPed, float p2 ) //0x3923EC958249657D
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void _0xA42DC7919159CCCF ( Any p0 ) //0xA42DC7919159CCCF
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void TASK_FLY_AWAY ( Ped ped, Any p1 ) //0xE86A537B5A3C297C
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void TASK_FLY_TO_COORD ( Ped ped, float speed, float x, float y, float z, Any p5, Any p6 ) //0xD6CFC2D59DA72042
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void TASK_FLYING_CIRCLE ( Ped ped, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6 ) //0x72997893BFB8ECCC
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int TASK_WALK_AWAY ( Ped ped, Ped run from ) //0x04ACFAC71E6858F9
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void TASK_SHOCKING_EVENT_REACT ( Ped ped, Any p1, Any p2 ) //0x452419CBD838065B
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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
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void TASK_WANDER_IN_AREA ( Ped ped, float x, float y, float z, float radius, float p5, float p6, int p7 ) //0xE054346CA3A0F315
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void TASK_WANDER_IN_VOLUME ( Ped ped, Volume volume, float p2, float p3, int p4 ) //0x9FDA168777B28424
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void TASK_WANDER_STANDARD ( Ped ped, float p1, int p2 ) //0xBB9CE077274F6A1B
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void TASK_WANDER_SWIM ( Ped ped, Any p1 ) //0x527EA3DB8BC7F03B
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void TASK_PLANT_BOMB ( Ped ped, float x, float y, float z, float heading ) //0x965FEC691D55E9BF
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void TASK_HORSE_ACTION ( Ped ped, int action, Ped targetPed, Any p3 ) //0xA09CFD29100F06C3
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void TASK_ANIMAL_INTERACTION ( Ped player, Ped targetPed, Hash interactionType, Hash interactionModel, BOOL skipIdleAnimationClip ) //0xCD181A959CFDD7F4
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void TASK_COMBAT_ANIMAL_WARN ( Ped ped, Any p1, Any p2 ) //0xF960F3D57B660E96
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void TASK_COMBAT_ANIMAL_CHARGE_PED ( Ped ped, Ped targetPed, BOOL p2, Any p3, Any p4, Any p5, Any p6 ) //0xEE3AA414CF99F368
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void TASK_AMBIENT_ANIMAL_STALK ( Ped ped, Any p1, Any p2 ) //0x37C13863ABA1B4A3
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void TASK_AMBIENT_ANIMAL_HUNT ( Ped ped, Any p1, Any p2 ) //0x4B39D8F9D0FE7749
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void TASK_ANIMAL_UNALERTED ( Ped ped, Any p1, Any p2, Any p3, Any p4 ) //0x21FDF9A25CFE1CE5
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void TASK_ANIMAL_ALERTED ( Ped ped, Any p1, Any p2 ) //0x979D93372FC8C565
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void TASK_ANIMAL_FLEE ( Ped ped, Ped targetPed, Any p2 ) //0xA899B61C66F09134
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Any _0x244430C13BA5258E ( Any p0, Any p1, Any p2, Any p3 ) //0x244430C13BA5258E
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void TASK_EAT ( Ped ped, Any p1, Any p2 ) //0xBD7949BD07299672
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void TASK_BARK ( Ped ped, Ped barkAtTarget, Hash mood ) //0x83BFC1F836B2F3F2
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void TASK_FOLLOW_PAVEMENT_TO_COORD ( Ped ped, Any* args ) //0x1B1475414E70DD8E
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void TASK_FOLLOW_NAV_MESH_TO_COORD ( Ped ped, float x, float y, float z, float speedMultiplier, int timeout, float stoppingRange, int flags, float heading ) //0x15D3A79D4E44B913
- 0
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void TASK_FOLLOW_NAV_MESH_TO_COORD_ADVANCED ( Ped ped, float x, float p10, Entity entity, float unk, float y, float z, float speedMultiplier, int timeout, float stoppingRange ) //0x17F58B88D085DBAC
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void SET_PED_PATH_CAN_USE_CLIMBOVERS ( Ped ped, BOOL toggle ) //0x8E06A6FE76C9EFF4
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void SET_PED_PATH_CAN_USE_LADDERS ( Ped ped, BOOL toggle ) //0x77A5B103C87F476E
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void SET_PED_PATH_CAN_DROP_FROM_HEIGHT ( Ped ped, BOOL toggle ) //0xE361C5C71C431A4F
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Any _0xE6A151364C600B24 ( Any p0 ) //0xE6A151364C600B24
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void _0x1632EB9386CDBE64 ( Any p0, Any p1 ) //0x1632EB9386CDBE64
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void SET_PED_PATH_CLIMB_COST_MODIFIER ( Ped ped, float modifier ) //0x88E32DB8C1A4AA4B
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void SET_PED_PATH_DEEP_SNOW_COST_MODIFIER ( Ped ped, float modifier ) //0xE8C296B75EACC357
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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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