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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 _0xA42DC7919159CCCF ( Any p0 )  //0xA42DC7919159CCCF

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  2. Any _0x2D657B10F211C572 ( Ped ped, float p1 )  //0x2D657B10F211C572

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  3. void _0x9ADDBB9242179D56 ( Object object, Ped ped )  //0x9ADDBB9242179D56

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  4. void TASK_FLY_AWAY ( Ped ped, Any p1 )  //0xE86A537B5A3C297C

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

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  6. BOOL _IS_HAT_BEING_PICKED_UP_2 ( Object hatObject )  //0x4ECCC2815CA79AE2

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  7. void TASK_FLY_TO_COORD ( Ped ped, float speed, float x, float y, float z, Any p5, Any p6 )  //0xD6CFC2D59DA72042

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  8. Any _0x79197F7D2BB5E73A ( Any p0, Any p1, Any p2, Any p3, Any p4, Any p5 )  //0x79197F7D2BB5E73A

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  9. void _TASK_EQUIP_HAT ( Object hatObject, Ped ped )  //0xAA0AF6025160243A

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  10. void TASK_FLYING_CIRCLE ( Ped ped, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6 )  //0x72997893BFB8ECCC

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  11. BOOL DOES_SCENARIO_EXIST_IN_AREA ( float x, float y, float z, float radius, BOOL p4, Any p5, BOOL p6 )  //0x5A59271FFADD33C1

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  12. BOOL SET_ENHANCED_BREAK_FREE ( Ped ped, BOOL p1, const char* p2 )  //0x1BF9D36A5EAFFBAE

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  13. BOOL DOES_SCENARIO_OF_TYPE_EXIST_IN_AREA_HASH ( float x, float y, float z, Hash typeHash, float radius, BOOL p5 )  //0x6EEAD6AF637DA752

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  14. Any _0x6AFD84AEAA3EA538 ( Any p0 )  //0x6AFD84AEAA3EA538

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

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  16. int FIND_SCENARIO_OF_TYPE_HASH ( float xPos, float yPos, float zPos, Hash scenarioType, float distance, Any p5, BOOL p6 )  //0xF533D68FF970D190

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  17. void _0xBD1C3C0F271C39D3 ( Any p0, Any p1 )  //0xBD1C3C0F271C39D3

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

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  20. void _0x1ECF56C040FD839C ( Any p0, Any p1 )  //0x1ECF56C040FD839C

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  21. 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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  22. Any _0xD508FA229F1C4900 ( Any p0, Any p1, Any p2, Any p3, Any p4, Any p5 )  //0xD508FA229F1C4900

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  23. void _0xF40A109B4B79A848 ( Any p0, Any p1, Any p2 )  //0xF40A109B4B79A848

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  24. void TASK_WANDER_IN_VOLUME ( Ped ped, Volume volume, float p2, float p3, int p4 )  //0x9FDA168777B28424

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  25. void _0xB8E213D02F37947D ( Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6 )  //0xB8E213D02F37947D

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  26. BOOL _IS_PED_LEADING_HORSE ( Ped ped )  //0xEFC4303DDC6E60D3

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  27. void TASK_WANDER_STANDARD ( Ped ped, float p1, int p2 )  //0xBB9CE077274F6A1B

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  28. BOOL IS_SCENARIO_OCCUPIED ( float p0, float p1, float p2, float p3, BOOL p4 )  //0x788756D73AC2E07C

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  29. Any _0xAC5045AB7F1A34FD ( Any p0 )  //0xAC5045AB7F1A34FD

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  30. void TASK_WANDER_SWIM ( Ped ped, Any p1 )  //0x527EA3DB8BC7F03B

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  31. BOOL PED_HAS_USE_SCENARIO_TASK ( Ped ped )  //0x295E3CCEC879CCD7

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  32. Ped _GET_LED_HORSE_FROM_PED ( Ped ped )  //0xED1F514AF4732258

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  33. void TASK_PLANT_BOMB ( Ped ped, float x, float y, float z, float heading )  //0x965FEC691D55E9BF

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

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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_HORSE_ACTION ( Ped ped, int action, Ped targetPed, Any p3 )  //0xA09CFD29100F06C3

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  37. Any _0x90703A8F75EE4ABD ( Any p0, Any p1 )  //0x90703A8F75EE4ABD

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  38. BOOL TASK_CONFRONT ( Ped ped, Ped targetPed, int p2 )  //0x3A2A2071DF5CC569

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  39. void TASK_ANIMAL_INTERACTION ( Ped player, Ped targetPed, Hash interactionType, Hash interactionModel, BOOL skipIdleAnimationClip )  //0xCD181A959CFDD7F4

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  40. void _0xD999E379265A4501 ( Any p0, Any p1, Any p2 )  //0xD999E379265A4501

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  41. BOOL TASK_POLICE ( Ped ped, BOOL p1 )  //0x87BE56724650408E

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  42. void TASK_COMBAT_ANIMAL_WARN ( Ped ped, Any p1, Any p2 )  //0xF960F3D57B660E96

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  43. void PLAY_ANIM_ON_RUNNING_SCENARIO ( Ped ped, const char* animDict, const char* animName )  //0x748040460F8DF5DC

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  44. BOOL TASK_MELEE ( Ped ped, Ped targetPed, Hash p2, Any p3, Any p4, float p5, Any p6, float p7 )  //0x482C99D0B38D1B0A

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  45. 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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  46. Any _0x74F0209674864CBD ()  //0x74F0209674864CBD

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  47. void TASK_AMBIENT_ANIMAL_STALK ( Ped ped, Any p1, Any p2 )  //0x37C13863ABA1B4A3

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  48. Any _0xE1C105E6BBA48270 ()  //0xE1C105E6BBA48270

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  49. BOOL _TASK_INTIMIDATED ( Any p0, Any p1, Any p2, Any p3, Any p4 )  //0x648B75D44930D6BD

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  50. void TASK_AMBIENT_ANIMAL_HUNT ( Ped ped, Any p1, Any p2 )  //0x4B39D8F9D0FE7749

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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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