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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void TASK_FLY_TO_COORD ( Ped ped, float speed, float x, float y, float z, Any p5, Any p6 ) //0xD6CFC2D59DA72042
- 0
- 395
- 1207
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void TASK_WHISTLE_ANIM ( Ped ped, Any p1, Hash p2 ) //0xD6401A1B2F63BED6
- 1
- 676
- 1207
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void _TASK_ITEM_INTERACTION_3 ( Ped ped, Hash item, Any* guid, Any p3, Any p4, Any p5, float p6 ) //0xD61D5E1AD9876DEB
- 0
- 233
- 1207
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ScrHandle ADD_COVER_POINT ( float p0, float p1, float p2, float p3, Any p4, Any p5, Any p6, BOOL p7 ) //0xD5C12A75C7B9497F
- 0
- 211
- 1207
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void SET_TASK_MOVE_NETWORK_SIGNAL_FLOAT ( Ped ped, const char* signalName, float value ) //0xD5BB4025AE449A4E
- 0
- 215
- 1207
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Any _0xD508FA229F1C4900 ( Any p0, Any p1, Any p2, Any p3, Any p4, Any p5 ) //0xD508FA229F1C4900
- 0
- 177
- 1207
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void ASSISTED_MOVEMENT_SET_ROUTE_PROPERTIES ( const char* route, int props ) //0xD5002D78B7162E1B
- 0
- 282
- 1207
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BOOL IS_MOVE_BLEND_RATIO_RUNNING ( Ped ped ) //0xD4D8636C0199A939
- 0
- 176
- 1207
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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
- 0
- 255
- 1207
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void TASK_LEAVE_VEHICLE ( Ped ped, Vehicle vehicle, int flags, Ped unkPed ) //0xD3DBCE61A490BE02
- 0
- 447
- 1207
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void _SET_SCENARIO_POINT_HEADING ( int scenario, float heading, BOOL p2 ) //0xD3A0DA8F91612C6E
- 0
- 213
- 1207
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float GET_PED_WAYPOINT_OVERRIDE_SPEED ( Ped ped ) //0xD39A2F3E7FCAFF08
- 0
- 179
- 1207
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void TASK_GUARD_ASSIGNED_DEFENSIVE_AREA ( Ped ped, float p1, float p2, float p3, float p4, float p5, Any p6 ) //0xD2A207EEBDF9889B
- 0
- 236
- 1207
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Any _0xD0ABC4EA3B5E21A0 ( Any p0, Any p1 ) //0xD0ABC4EA3B5E21A0
- 0
- 140
- 1311
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void TASK_PED_SLIDE_TO_COORD ( Ped ped, float x, float y, float z, float heading, float p5 ) //0xD04FE6765D990A06
- 0
- 596
- 1207
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Any GET_RANSACK_SCENARIO_POINT_PED_IS_USING ( Ped ped ) //0xD04241BBF6D03A5E
- 0
- 197
- 1207
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void REQUEST_TASK_MOVE_NETWORK_STATE_TRANSITION ( Ped ped, const char* name ) //0xD01015C7316AE176
- 0
- 206
- 1207
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void _SET_SCENARIO_TYPE_ENABLED_HASH ( Hash scenarioType, BOOL toggle ) //0xD00E50E673802D71
- 0
- 182
- 1207
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BOOL IS_EMOTE_TASK_RUNNING ( Ped ped, Any p1 ) //0xCF9B71C0AF824036
- 0
- 346
- 1355
-
void TASK_AIM_AT_ENTITY ( Ped ped, Any p1, Any p2, Any p3, Any p4 ) //0xCF7569BD0FB480A0
- 0
- 189
- 1207
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void TASK_LOOT_NEAREST_ENTITY ( Ped ped, float x, float y, float z, int p4, float p5 ) //0xCF1501CBC4059412
- 0
- 345
- 1207
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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
- 172
- 1207
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void _0xCE71C2F9BAA3F975 ( Ped ped, Entity entity ) //0xCE71C2F9BAA3F975
- 0
- 191
- 1207
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void _0xCE4E669400E5F8AA ( Any p0, Any p1, Any p2, Any p3 ) //0xCE4E669400E5F8AA
- 0
- 202
- 1207
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void TASK_ANIMAL_INTERACTION ( Ped player, Ped targetPed, Hash interactionType, Hash interactionModel, BOOL skipIdleAnimationClip ) //0xCD181A959CFDD7F4
- 0
- 422
- 1207
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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
- 275
- 1207
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BOOL GET_IS_WAYPOINT_RECORDING_LOADED ( const char* waypointRecording ) //0xCB4E8BE8A0063C5D
- 0
- 203
- 1207
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Hash _GET_TASK_MOVE_NETWORK_ID ( Ped ped ) //0xCACC2F9D994504B7
- 0
- 182
- 1207
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BOOL _IS_PED_DUELLING ( Ped ped ) //0xC8B29D18022EA2B7
- 0
- 186
- 1207
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void TASK_PLACE_CARRIED_ENTITY_AT_COORD ( Ped ped, Entity entity, float x, float y, float z, float p5, int flags ) //0xC7F0B43DCDC57E3D
- 0
- 228
- 1207
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void TASK_LASSO_PED ( Ped p0, Ped p1 ) //0xC716EB2BD16370A3
- 0
- 310
- 1207
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void _TASK_COMBAT_PED_3 ( Any p0, Any p1, Any p2, Any p3, Any p4, Any p5 ) //0xC624414FA748B9BA
- 0
- 302
- 1207
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void _0xC6170856E54557B2 ( Any p0, Any p1, Any p2 ) //0xC6170856E54557B2
- 0
- 196
- 1207
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BOOL IS_PED_RUNNING ( Ped ped ) //0xC5286FFC176F28A2
- 0
- 199
- 1207
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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
- 0
- 329
- 1207
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void _SET_SCENARIO_POINT_RADIUS ( int scenario, float radius ) //0xC47D9080A9A8856A
- 0
- 204
- 1207
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void TASK_VEHICLE_TEMP_ACTION ( Ped driver, Vehicle vehicle, int action, int time ) //0xC429DCEEB339E129
- 0
- 368
- 1207
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void CLEAR_DRIVEBY_TASK_UNDERNEATH_DRIVING_TASK ( Ped ped ) //0xC35B5CDB2824CF69
- 0
- 224
- 1207
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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
- 427
- 1207
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void TASK_ENTER_VEHICLE ( Ped ped, Vehicle vehicle, int timeout, int seat, float speed, int flag, Any p6 ) //0xC20E50AA46D09CA8
- 0
- 481
- 1207
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void _0xBEEFBB608D2AA68A ( Any p0 ) //0xBEEFBB608D2AA68A
- 0
- 181
- 1207
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BOOL _0xBEDBE39B5FD98FD6 ( Ped ped ) //0xBEDBE39B5FD98FD6
- 0
- 207
- 1207
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void TASK_FOLLOW_WAYPOINT_RECORDING_AT_OFFSET ( Ped ped, const char* waypointRecording, float p2, int p3, int p4, int p5, BOOL p6 ) //0xBE9B0520BD7C445B
- 0
- 195
- 1207
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void _TASK_EMOTE_OUTRO ( Ped ped ) //0xBDFEEB7600BCD938
- 0
- 189
- 1207
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void TASK_PATROL ( Ped ped, const char* patrolRoute, Any p2, BOOL p3, BOOL p4 ) //0xBDA5DF49D080FE4E
- 0
- 271
- 1207
-
void TASK_EAT ( Ped ped, Any p1, Any p2 ) //0xBD7949BD07299672
- 0
- 252
- 1207
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Any _0xBD70108D01875299 ( Any p0 ) //0xBD70108D01875299
- 0
- 197
- 1207
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void _0xBD1C3C0F271C39D3 ( Any p0, Any p1 ) //0xBD1C3C0F271C39D3
- 0
- 198
- 1207
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float GET_ITEM_INTERACTION_PROMPT_PROGRESS ( Ped ped, Hash inputContext ) //0xBC864A70AD55E0C1
- 0
- 183
- 1207
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void _0xBC3F847AE2C3DC65 ( int* p0, float p1 ) //0xBC3F847AE2C3DC65
- 0
- 222
- 1207
Red Dead Redemption 2 Native Database by www.mod-rdr.com, includes contributions by gudmunduro and alloc8or.
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