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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_WANDER_STANDARD ( Ped ped, float p1, int p2 )  //0xBB9CE077274F6A1B

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  2. void TASK_BREAK_VEHICLE_DOOR_LOCK ( Ped ped, Vehicle vehicle )  //0xBB28D1BC9EA8A6A5

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  3. void TASK_GO_TO_WHISTLE ( Ped ped, Ped p1, int whistleType )  //0xBAD6545608CECA6E

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  4. void _0xBAAB791AA72C2821 ( Any p0, Any p1 )  //0xBAAB791AA72C2821

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  5. void TASK_GUARD ( Ped ped, Any p1, Any p2 )  //0xB9FB242EACCAF30F

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  6. float _GET_SCENARIO_POINT_HEADING ( int scenario, BOOL p1 )  //0xB93EA7184BAA85C3

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  7. Any _0xB8F52A3F84A7CC59 ( Any p0 )  //0xB8F52A3F84A7CC59

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  8. 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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  9. void _0xB8E3486D107F4194 ( Any p0, Any p1 )  //0xB8E3486D107F4194

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

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  11. void _0xB79817DB31FF72B9 ( Any p0, Any p1 )  //0xB79817DB31FF72B9

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  12. void TASK_CLIMB_LADDER ( Ped ped, Any p1, Any p2, Any p3 )  //0xB6C987F9285A3814

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  13. BOOL WAYPOINT_RECORDING_GET_CLOSEST_WAYPOINT ( const char* waypointRecording, float x, float y, float z, int* point )  //0xB629A298081F876F

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  14. void SET_UP_SPEED_RESTRAIN_INFORMATION_FOR_PLAYER_FOLLOWER ( Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7, Any p8 )  //0xB5C51DD544F14F58

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  15. void TASK_COMBAT_HATED_TARGETS_NO_LOS_TEST ( Ped ped, float radius )  //0xB5BC69D9C4060BC3

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  16. BOOL _0xB520DBDA7FCF573F ( Ped ped )  //0xB520DBDA7FCF573F

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  17. BOOL GET_TASK_MOVE_NETWORK_EVENT ( Ped ped, const char* eventName )  //0xB4F47213DF45A64C

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

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  19. int _TASK_EMOTE ( Ped ped, int emoteType, int playbackMode, Hash emote, BOOL isSecondaryTask, BOOL canBreakOut, BOOL disableEarlyOutAnimTag, BOOL ignoreInvalidMainTask, BOOL destroyProps )  //0xB31A277C1AC7B7FF

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  20. void _0xB2F47A1AFDFCC595 ( Any p0, Any p1 )  //0xB2F47A1AFDFCC595

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  21. void _0xB2D15D3551FE4FAE ( Any p0 )  //0xB2D15D3551FE4FAE

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  22. void TASK_GO_TO_COORD_WHILE_AIMING_AT_ENTITY ( Ped ped, Any p1, Any p10, Any p11, Any p12, Any p13, Any p14, Any p2, Any p3, Any p4 )  //0xB2A16444EAD9AE47

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  23. BOOL _GET_SCENARIO_CONTAINER_OPENING_STATE ( Entity entity )  //0xB219612B5568E9EC

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  24. void SET_TASK_MOVE_NETWORK_SIGNAL_BOOL ( Ped ped, const char* signalName, BOOL value )  //0xB0A6CFD2C69C1088

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  25. BOOL GET_IS_TASK_ACTIVE ( Ped ped, int taskIndex )  //0xB0760331C7AA4155

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  26. void CLOSE_PATROL_ROUTE ()  //0xB043ECA801B8CBC1

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  27. void CREATE_PATROL_ROUTE ()  //0xAF8A443CCC8018DC

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  28. void _0xAF2EF28CE3084505 ( Any p0, Any p1, Any p2, Any p3 )  //0xAF2EF28CE3084505

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

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  30. void REMOVE_COVER_POINT ( ScrHandle coverpoint )  //0xAE287C923D891715

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  31. void TASK_STAND_GUARD ( Ped ped, float x, float y, float z, float heading, const char* scenarioName )  //0xAE032F8BBA959E90

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  32. void _0xADC45010BC17AF0E ( Any p0, Any p1 )  //0xADC45010BC17AF0E

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  33. 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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  34. Any _0xAC5045AB7F1A34FD ( Any p0 )  //0xAC5045AB7F1A34FD

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  35. BOOL IS_PED_STILL ( Ped ped )  //0xAC29253EEF8F0180

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  36. void _SET_HOGTIE_ESCAPE_TIMER ( Ped ped, float time )  //0xAB591AE6B48B913E

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  37. void CLEAR_PED_TASKS_IMMEDIATELY ( Ped ped, BOOL p1, BOOL resetCrouch )  //0xAAA34F8A7CB32098

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  38. void TASK_LEAD_AND_CONVERSE ( Ped ped, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7, Any p8 )  //0xAA19711D33C6708C

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  39. BOOL IS_PED_ACTIVE_IN_SCENARIO ( Ped ped, int scenario )  //0xAA135F9482C82CC3

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

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  41. Any _0xA9E7672F8C6C6F74 ( Any p0 )  //0xA9E7672F8C6C6F74

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  42. void TASK_GOTO_ENTITY_AIMING ( Ped ped, Entity target, float distanceToStopAt, float StartAimingDist )  //0xA9DA48FAB8A76C12

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  43. BOOL _IS_PED_ARRESTING_ANY_PED ( Ped ped )  //0xA9CC7856D52DBD25

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  44. void UPDATE_TASK_HANDS_UP_DURATION ( Ped ped, int duration )  //0xA98FCAFD7893C834

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  45. BOOL DOES_SCRIPTED_COVER_POINT_EXIST_AT_COORDS ( Any p0, Any p1, Any p2, Any p3 )  //0xA98B8E3C088E5A31

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  46. Hash _GET_SCENARIO_POINT_TYPE ( int scenario )  //0xA92450B5AE687AAF

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  47. void _TASK_START_SCENARIO_IN_PLACE_2 ( Ped ped, Any p1, const char* p2, int p3, BOOL p4, float p5, BOOL p6 )  //0xA917E39F2CEFD215

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  48. void TASK_ANIMAL_FLEE ( Ped ped, Ped targetPed, Any p2 )  //0xA899B61C66F09134

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  49. Vector3 _GET_SCENARIO_POINT_COORDS ( int scenario, BOOL p1 )  //0xA8452DD321607029

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  50. void _TASK_DISEMBARK_VEHICLE ( Any p0, Vehicle vehicle, int p2, Any p3, float p4, Any p5 )  //0xA7C6854BB5A4192A

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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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