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_VEHICLE_ESCORT ( Ped ped, Vehicle vehicle, Vehicle targetVehicle, int mode, float speed, int drivingStyle, float minDistance, int p7, float noRoadsDistance ) //0x0FA6E4B75F302400
- 0
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void TASK_BOAT_MISSION ( Ped pedDriver, Vehicle boat, float p10, Any p11, Any p2, Any p3, float x, float y, float z, Any p7 ) //0x15C86013127CE63F
- 0
- 315
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void TASK_WEAPON ( Ped ped ) //0x7157B82D60E4BC46
- 0
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void TASK_DRIVE_BY ( Ped driverPed, Ped targetPed, Vehicle targetVehicle, float targetX, float targetY, float targetZ, float distanceToShoot, int pedAccuracy, BOOL p8, Hash firingPattern ) //0x2F8AF0E82773A171
- 0
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void SET_DRIVEBY_TASK_TARGET ( Ped shootingPed, Ped targetPed, Vehicle targetVehicle, float x, float y, float z ) //0xE5B302114D8162EE
- 0
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void CLEAR_DRIVEBY_TASK_UNDERNEATH_DRIVING_TASK ( Ped ped ) //0xC35B5CDB2824CF69
- 0
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BOOL IS_DRIVEBY_TASK_UNDERNEATH_DRIVING_TASK ( Ped ped ) //0x8785E6E40C7A8818
- 0
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BOOL GET_IS_PED_AIMING_IN_THE_AIR ( Ped ped ) //0x8785E6E40C7A8819
- 0
- 217
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void _SET_PED_CLEAR_AIMING_IN_THE_AIR ( Ped ped, Any p1 ) //0x34C0010188D7C54A
- 0
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BOOL IS_MOUNTED_WEAPON_TASK_UNDERNEATH_DRIVING_TASK ( Ped ped ) //0xA320EF046186FA3B
- 0
- 226
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void TASK_WARP_PED_INTO_VEHICLE ( Ped ped, Vehicle vehicle, int seat ) //0x9A7D091411C5F684
- 0
- 240
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void TASK_SHOOT_AT_ENTITY ( Entity entity, Entity targetEntity, int duration, Hash firingPattern, BOOL affectCockedState ) //0x08DA95E8298AE772
- 0
- 478
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void TASK_SHOOT_WITH_WEAPON ( Ped ped, Any* args ) //0x08AA95E8298AE772
- 0
- 318
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void _0x2416EC2F31F75266 ( Entity entity, Entity targetEntity, int duration, Any p3, Any p4 ) //0x2416EC2F31F75266
- 0
- 216
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void _0x41323F4E0C4AE94B ( Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6 ) //0x41323F4E0C4AE94B
- 0
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Any _0x5EA655F01D93667A ( Any p0 ) //0x5EA655F01D93667A
- 0
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void TASK_CLIMB ( Ped ped, BOOL unused ) //0x89D9FCC2435112F1
- 0
- 304
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void _TASK_CLIMB_2 ( Ped ped, float heading ) //0xDF1D85BCAF60D537
- 0
- 181
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void TASK_CLIMB_LADDER ( Ped ped, Any p1, Any p2, Any p3 ) //0xB6C987F9285A3814
- 0
- 228
- 1207
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void CLEAR_PED_TASKS_IMMEDIATELY ( Ped ped, BOOL p1, BOOL resetCrouch ) //0xAAA34F8A7CB32098
- 0
- 612
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void TASK_PERFORM_SEQUENCE_FROM_PROGRESS ( Ped ped, Any p1, Any p2, Any p3 ) //0x89221B16730234F0
- 0
- 222
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void SET_PED_DESIRED_MOVE_BLEND_RATIO ( Ped ped, float p1 ) //0x1E982AC8716912C5
- 0
- 276
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float GET_PED_DESIRED_MOVE_BLEND_RATIO ( Ped ped ) //0x8517D4A6CA8513ED
- 0
- 234
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void TASK_GOTO_ENTITY_AIMING ( Ped ped, Entity target, float distanceToStopAt, float StartAimingDist ) //0xA9DA48FAB8A76C12
- 0
- 285
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void TASK_SET_SPHERE_DEFENSIVE_AREA ( Ped ped, float p1, float p2, float p3, float p4 ) //0x933C06518B52A9A4
- 0
- 315
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void TASK_CLEAR_DEFENSIVE_AREA ( Ped ped ) //0x95A6C46A31D1917D
- 0
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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 _0x9420FB11B8D77948 ( Any p0 ) //0x9420FB11B8D77948
- 0
- 189
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Any _0x6BA606AB3A83BC4D ( Any p0 ) //0x6BA606AB3A83BC4D
- 0
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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
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Any _0x59872EA4CBD11C56 ( Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7, Any p8 ) //0x59872EA4CBD11C56
- 0
- 213
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void REMOVE_COVER_POINT ( ScrHandle coverpoint ) //0xAE287C923D891715
- 0
- 184
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BOOL DOES_SCRIPTED_COVER_POINT_EXIST_AT_COORDS ( Any p0, Any p1, Any p2, Any p3 ) //0xA98B8E3C088E5A31
- 0
- 223
- 1207
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Vector3 GET_SCRIPTED_COVER_POINT_COORDS ( ScrHandle coverpoint ) //0x594A1028FC2A3E85
- 0
- 209
- 1207
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Vector3 _0xE116F6F2DA2D777E ( Any p0 ) //0xE116F6F2DA2D777E
- 0
- 333
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void _0x50AA09A0DA64E73C ( Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6 ) //0x50AA09A0DA64E73C
- 0
- 233
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void _0xE5831AA1E2FD147C ( Any p0 ) //0xE5831AA1E2FD147C
- 0
- 204
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void TASK_COMBAT_PED ( Ped ped, Ped targetPed, int p2, int p3 ) //0xF166E48407BAC484
- 0
- 594
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void TASK_COMBAT_PED_TIMED ( Ped ped, Ped targetPed, int p2, Any p3 ) //0x944F30DCB7096BDE
- 0
- 461
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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 TASK_SEEK_COVER_FROM_POS ( Ped ped, float x, float y, float z, Any p4, Any p5, Any p6, Any p7 ) //0x75AC2B60386D89F2
- 0
- 236
- 1207
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void TASK_SEEK_COVER_FROM_PED ( Ped ped, Any p1, Any p2, Any p3, Any p4, Any p5 ) //0x84D32B3BEC531324
- 0
- 246
- 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_SEEK_COVER_TO_COORDS ( Ped ped, Any p1, Any p10, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7, Any p8 ) //0x39246A6958EF072C
- 0
- 318
- 1207
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void TASK_PUT_PED_DIRECTLY_INTO_COVER ( Ped ped, float x, BOOL p10, BOOL p11, Any p12, float y, float z, int timeout, BOOL p5, float p6 ) //0x4172393E6BE1FECE
- 0
- 255
- 1207
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void _TASK_PUT_PED_DIRECTLY_INTO_COVER_FROM_POS ( Ped ped, float x, Any p10, Any p11, Any p12, Any p13, Any p14, Any p15, Any p16, Any p17 ) //0xDF8A5855B9F9A97B
- 0
- 259
- 1207
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void TASK_PUT_PED_DIRECTLY_INTO_MELEE ( Ped ped, Ped meleeTarget, Hash meleeStyle, float p3, float animBlendRatio, BOOL p5, int p6 ) //0x1C6CD14A876FFE39
- 0
- 333
- 1207
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void TASK_PUT_PED_DIRECTLY_INTO_GRAPPLE ( Ped ped, Ped grappleTarget, Hash grappleStyle, float p3, float p4, BOOL p5, int p6 ) //0xA05F3F20889D7A5B
- 0
- 379
- 1207
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void TASK_COMPANION_AMBIENT ( Ped ped, Any p1 ) //0xE017CF6E2527FE4F
- 0
- 271
- 1207
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void _0x098036CAB8373D36 ( Any p0 ) //0x098036CAB8373D36
- 0
- 250
- 1207
Red Dead Redemption 2 Native Database by www.mod-rdr.com, includes contributions by gudmunduro and alloc8or.
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