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

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  2. void TASK_WHISTLE_ANIM ( Ped ped, Any p1, Hash p2 )  //0xD6401A1B2F63BED6

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

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  4. ScrHandle ADD_COVER_POINT ( float p0, float p1, float p2, float p3, Any p4, Any p5, Any p6, BOOL p7 )  //0xD5C12A75C7B9497F

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  5. void SET_TASK_MOVE_NETWORK_SIGNAL_FLOAT ( Ped ped, const char* signalName, float value )  //0xD5BB4025AE449A4E

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

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  7. void ASSISTED_MOVEMENT_SET_ROUTE_PROPERTIES ( const char* route, int props )  //0xD5002D78B7162E1B

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  8. BOOL IS_MOVE_BLEND_RATIO_RUNNING ( Ped ped )  //0xD4D8636C0199A939

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  9. void TASK_SEEK_COVER_TO_COVER_POINT ( Ped ped, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7, Any p8 )  //0xD43D95C7A869447F

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  10. void TASK_LEAVE_VEHICLE ( Ped ped, Vehicle vehicle, int flags, Ped unkPed )  //0xD3DBCE61A490BE02

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

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  12. float GET_PED_WAYPOINT_OVERRIDE_SPEED ( Ped ped )  //0xD39A2F3E7FCAFF08

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  13. void TASK_GUARD_ASSIGNED_DEFENSIVE_AREA ( Ped ped, float p1, float p2, float p3, float p4, float p5, Any p6 )  //0xD2A207EEBDF9889B

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  14. Any _0xD0ABC4EA3B5E21A0 ( Any p0, Any p1 )  //0xD0ABC4EA3B5E21A0

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  15. void TASK_PED_SLIDE_TO_COORD ( Ped ped, float x, float y, float z, float heading, float p5 )  //0xD04FE6765D990A06

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

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  17. void REQUEST_TASK_MOVE_NETWORK_STATE_TRANSITION ( Ped ped, const char* name )  //0xD01015C7316AE176

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  18. void _SET_SCENARIO_TYPE_ENABLED_HASH ( Hash scenarioType, BOOL toggle )  //0xD00E50E673802D71

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  19. BOOL IS_EMOTE_TASK_RUNNING ( Ped ped, Any p1 )  //0xCF9B71C0AF824036

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  20. void TASK_AIM_AT_ENTITY ( Ped ped, Any p1, Any p2, Any p3, Any p4 )  //0xCF7569BD0FB480A0

    • 0
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  21. void TASK_LOOT_NEAREST_ENTITY ( Ped ped, float x, float y, float z, int p4, float p5 )  //0xCF1501CBC4059412

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  22. void TASK_GO_TO_ENTITY_WHILE_AIMING_AT_ENTITY_USING_COMBAT_STYLE ( Ped ped, Any p1, Any p10, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7, Any p8 )  //0xCEF0117C233026AD

    • 0
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  23. void _0xCE71C2F9BAA3F975 ( Ped ped, Entity entity )  //0xCE71C2F9BAA3F975

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  24. void _0xCE4E669400E5F8AA ( Any p0, Any p1, Any p2, Any p3 )  //0xCE4E669400E5F8AA

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

    • 0
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  26. void TASK_USE_SCENARIO_POINT ( Ped ped, int scenario, const char* conditionalAnim, int p3, BOOL p4, BOOL p5, Hash p6, BOOL p7, float p8, BOOL p9 )  //0xCCDAE6324B6A821C

    • 0
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  27. BOOL GET_IS_WAYPOINT_RECORDING_LOADED ( const char* waypointRecording )  //0xCB4E8BE8A0063C5D

    • 0
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  28. Hash _GET_TASK_MOVE_NETWORK_ID ( Ped ped )  //0xCACC2F9D994504B7

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  29. BOOL _IS_PED_DUELLING ( Ped ped )  //0xC8B29D18022EA2B7

    • 0
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  30. void TASK_PLACE_CARRIED_ENTITY_AT_COORD ( Ped ped, Entity entity, float x, float y, float z, float p5, int flags )  //0xC7F0B43DCDC57E3D

    • 0
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  31. void TASK_LASSO_PED ( Ped p0, Ped p1 )  //0xC716EB2BD16370A3

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  32. void _TASK_COMBAT_PED_3 ( Any p0, Any p1, Any p2, Any p3, Any p4, Any p5 )  //0xC624414FA748B9BA

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

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  34. BOOL IS_PED_RUNNING ( Ped ped )  //0xC5286FFC176F28A2

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

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  37. void TASK_VEHICLE_TEMP_ACTION ( Ped driver, Vehicle vehicle, int action, int time )  //0xC429DCEEB339E129

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  38. void CLEAR_DRIVEBY_TASK_UNDERNEATH_DRIVING_TASK ( Ped ped )  //0xC35B5CDB2824CF69

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  39. void TASK_ENTER_ANIM_SCENE ( Ped ped, AnimScene animScene, const char* entityName, const char* playbackListName, float enterSpeed, BOOL bAutoStart, int flag, int p7, float p8 )  //0xC2329B0206426644

    • 0
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  40. void TASK_ENTER_VEHICLE ( Ped ped, Vehicle vehicle, int timeout, int seat, float speed, int flag, Any p6 )  //0xC20E50AA46D09CA8

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  41. void _0xBEEFBB608D2AA68A ( Any p0 )  //0xBEEFBB608D2AA68A

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  42. BOOL _0xBEDBE39B5FD98FD6 ( Ped ped )  //0xBEDBE39B5FD98FD6

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  43. void TASK_FOLLOW_WAYPOINT_RECORDING_AT_OFFSET ( Ped ped, const char* waypointRecording, float p2, int p3, int p4, int p5, BOOL p6 )  //0xBE9B0520BD7C445B

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  44. void _TASK_EMOTE_OUTRO ( Ped ped )  //0xBDFEEB7600BCD938

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  45. void TASK_PATROL ( Ped ped, const char* patrolRoute, Any p2, BOOL p3, BOOL p4 )  //0xBDA5DF49D080FE4E

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  46. void TASK_EAT ( Ped ped, Any p1, Any p2 )  //0xBD7949BD07299672

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  47. Any _0xBD70108D01875299 ( Any p0 )  //0xBD70108D01875299

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

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

    • 0
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  50. void _0xBC3F847AE2C3DC65 ( int* p0, float p1 )  //0xBC3F847AE2C3DC65

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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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