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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 SET_PED_PATH_FOLIAGE_COST_MODIFIER ( Ped ped, float modifier )  //0x3AD8EFF9703BE657

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  2. void _0x8798CF6815B8FE0F ( Any p0, Any p1 )  //0x8798CF6815B8FE0F

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  3. void _0x5B68D0007D9C92EB ( Any p0, Any p1 )  //0x5B68D0007D9C92EB

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  4. void _0x82ED59F095056550 ( Any p0, Any p1 )  //0x82ED59F095056550

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  5. void _0xE01C8DC8EDD28D31 ( Any p0, Any p1 )  //0xE01C8DC8EDD28D31

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

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  7. BOOL _GET_PED_IS_IGNORING_DEAD_BODIES ( Ped ped )  //0x1948BBE561A2375A

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

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  9. void SET_PED_PATH_MAY_ENTER_WATER ( Ped ped, BOOL mayEnterWater )  //0xF35425A4204367EC

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  10. void _SET_PED_PATH_MAY_ENTER_DEEP_WATER ( Ped ped, BOOL mayEnterDeepWater )  //0x9DE63896B176EA94

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  11. void _0xC6170856E54557B2 ( Any p0, Any p1, Any p2 )  //0xC6170856E54557B2

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  12. void _0xF948F4356F010F11 ( Any p0, Any p1, Any p2 )  //0xF948F4356F010F11

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  13. void SET_PED_PATH_PREFER_TO_AVOID_WATER ( Ped ped, BOOL avoidWater, float p2 )  //0x38FE1EC73743793C

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  14. void _0x8BB283A7888AD1AD ( Any p0, Any p1, Any p2 )  //0x8BB283A7888AD1AD

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  15. void _0x12990818C1D35886 ( Any p0, Any p1, Any p2 )  //0x12990818C1D35886

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  16. void _0x7C015D8BCEC72CF4 ( Any p0, Any p1 )  //0x7C015D8BCEC72CF4

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  17. void SET_PED_PATH_AVOID_FIRE ( Ped ped, BOOL avoidFire )  //0x4455517B28441E60

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  18. void _0x42CFD8FD8CC8DC69 ( Any p0, Any p1 )  //0x42CFD8FD8CC8DC69

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  19. void _0x216343750545A486 ( Any p0, Any p1, Any p2 )  //0x216343750545A486

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  20. void _0xFA30E2254461ADEB ( Any p0, Any p1 )  //0xFA30E2254461ADEB

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  21. void TASK_GO_TO_COORD_ANY_MEANS ( Ped ped, float x, float y, float z, float speed, Entity entity, BOOL p6, int walkingStyle, float p8 )  //0x5BC448CB78FA3E88

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  22. void TASK_GO_TO_COORD_ANY_MEANS_EXTRA_PARAMS ( Ped ped, float x, Any p10, Any p11, Any p12, float y, float z, float speed, Any p5, BOOL p6 )  //0x1DD45F9ECFDB1BC9

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  23. void TASK_GO_TO_COORD_ANY_MEANS_EXTRA_PARAMS_WITH_CRUISE_SPEED ( Ped ped, Any p1, Any p10, Any p11, Any p12, Any p13, Any p14, Any p2, Any p3, Any p4 )  //0xB8ECD61F531A7B02

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  24. void TASK_PLAY_ANIM ( Ped ped, const char* animDict, BOOL p10, const char* taskFilter, BOOL p12, const char* animName, float speed, float speedMultiplier, int duration, int flags )  //0xEA47FE3719165B94

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  25. void TASK_PLAY_ANIM_ADVANCED ( Ped ped, const char* animDict, float speedMultiplier, int duration, int flags, float p13, int p14, int p15, int p16, const char* animName )  //0x83CDB10EA29B370B

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  26. void TASK_PLAY_UPPER_ANIM_FACING_ENTITY ( Ped ped, const char* animDict, BOOL p10, float p11, const char* p12, int p13, float p14, const char* animName, Entity entity, int p4 )  //0xAD67214236AB1CFE

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  27. void STOP_ANIM_TASK ( Ped ped, const char* animDictionary, const char* animationName, float p3 )  //0x97FF36A1D40EA00A

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  28. void TASK_SCRIPTED_ANIMATION ( Ped ped, Any* args )  //0x126EF75F1E17ABE5

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  29. void PLAY_ENTITY_SCRIPTED_ANIM ( Entity entity, Any* args )  //0x77A1EEC547E7FCF1

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  30. void STOP_ANIM_PLAYBACK ( Ped ped, int p1, BOOL p2 )  //0xEE08C992D238C5D1

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  31. void SET_ANIM_FILTER ( Any p0, Any p1, Any p2, Any p3 )  //0x87B66D77D545DB66

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

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  33. BOOL CAN_START_ITEM_INTERACTION ( Ped ped, Hash itemHash, Hash interactionHash, int p3 )  //0x2D19BC4DF626CBE7

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  34. void START_TASK_ITEM_INTERACTION ( Ped ped, Hash animType, Hash propId, int p3, int flag, float p5 )  //0xAE72E7DF013AAA61

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  35. void _TASK_ITEM_INTERACTION_2 ( Ped ped, Hash propNameGxt, Object prop, Hash propId, Hash itemInteractionState, int p5, Any p6, float p7 )  //0x72F52AA2D2B172CC

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  36. void _TASK_ITEM_INTERACTION_3 ( Ped ped, Hash item, Any* guid, Any p3, Any p4, Any p5, float p6 )  //0xD61D5E1AD9876DEB

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  37. void _0xB35370D5353995CB ( Any p0, Any p1, Any p2 )  //0xB35370D5353995CB

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  38. Hash GET_ITEM_INTERACTION_STATE ( Ped ped )  //0x6AA3DCA2C6F5EB6D

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  39. Hash GET_ITEM_INTERACTION_ITEM_ID ( Ped ped )  //0x804425C4BBD00883

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

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  41. BOOL IS_PED_RUNNING_TASK_ITEM_INTERACTION ( Ped ped )  //0xEC7E480FF8BD0BED

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

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  43. float GET_ITEM_INTERACTION_PROMPT_PROGRESS ( Ped ped, Hash inputContext )  //0xBC864A70AD55E0C1

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  44. Any _0x678D3226CF70B9C8 ( Any p0, Any p1 )  //0x678D3226CF70B9C8

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  45. void TASK_EVASIVE_ANIM ( Ped ped, Any p1, Any p2 )  //0x5F22926E1BCE9B08

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  46. void TASK_LOOK_AT_COORD ( Ped ped, float x, float y, float z, Any p4, Any p5, Any p6, Any p7 )  //0x6FA46612594F7973

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  47. void TASK_LOOK_AT_ENTITY ( Ped ped, Entity lookAtTarget, int duration, int p3, int p4, int p5 )  //0x69F4BE8C8CC4796C

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  48. void TASK_CLEAR_LOOK_AT ( Ped ped )  //0x0F804F1DB19B9689

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  49. Any _0x508F5053E3F6F0C4 ( Any p0, Any p1, Any p2, Any p3, Any p4 )  //0x508F5053E3F6F0C4

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  50. void OPEN_SEQUENCE_TASK ( int* taskSequenceId )  //0xE8854A4326B9E12B

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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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