Jump to content

RDR2 NativeDB

Browse our wiki-style database of native functions in Red Dead Redemption II.

Search 7154 native functions

  • Only this category?

  • Return type
  • First seen in version
  • With description?
  • With comments?

641 natives in namespace TASK

  1. void _DELETE_PATCH_OBJECTS_FROM_HERB_COMPOSITES ( int compositeId, BOOL p1 )  //0x5758B1EE0C3FD4AC

    • 0
    • 218
    • 1207
  2. void _DELETE_SCENARIO_POINT ( int scenario )  //0x81948DFE4F5A0283

    • 0
    • 134
    • 1207
  3. BOOL _DISASSOCIATE_PROP_FROM_SCENARIO ( int scenario, const char* propName )  //0x6EF4E31B4D5D2DA0

    • 0
    • 191
    • 1207
  4. BOOL _DOES_SCENARIO_GROUP_EXIST_HASH ( Hash scenarioGroup )  //0x76E98B52369A289C

    • 0
    • 158
    • 1207
  5. BOOL _DOES_SCENARIO_POINT_HAVE_PROPS ( int scenario )  //0xEA31F199A73801D3

    • 0
    • 189
    • 1207
  6. int _GET_HERB_COMPOSITE_NUM_ENTITIES ( int compositeId, Any* outEntities )  //0x96C6ED22FB742C3E

    • 0
    • 193
    • 1207
  7. float _GET_HOGTIE_ESCAPE_TIMER ( Ped ped )  //0x4687E69D258BBE41

    • 0
    • 216
    • 1207
  8. Entity _GET_ITEM_INTERACTION_ENTITY_FROM_PED ( Ped ped, Hash item )  //0x05A0100EA714DB68

    • 0
    • 199
    • 1207
  9. Ped _GET_LED_HORSE_FROM_PED ( Ped ped )  //0xED1F514AF4732258

    • 0
    • 222
    • 1207
  10. BOOL _GET_PED_IS_IGNORING_DEAD_BODIES ( Ped ped )  //0x1948BBE561A2375A

    • 0
    • 204
    • 1207
  11. Ped _GET_PED_USING_SCENARIO_POINT ( int scenario )  //0x5BA659955369B0E2

    • 0
    • 171
    • 1207
  12. BOOL _GET_SCENARIO_CONTAINER_OPENING_STATE ( Entity entity )  //0xB219612B5568E9EC

    • 0
    • 168
    • 1207
  13. Vector3 _GET_SCENARIO_POINT_COORDS ( int scenario, BOOL p1 )  //0xA8452DD321607029

    • 0
    • 312
    • 1207
  14. Entity _GET_SCENARIO_POINT_ENTITY ( int scenario )  //0x7467165EE97D3C68

    • 0
    • 174
    • 1207
  15. float _GET_SCENARIO_POINT_HEADING ( int scenario, BOOL p1 )  //0xB93EA7184BAA85C3

    • 0
    • 187
    • 1207
  16. int _GET_SCENARIO_POINT_PED_IS_USING ( Ped ped, BOOL p1 )  //0xDF7993356F52359A

    • 0
    • 164
    • 1207
  17. float _GET_SCENARIO_POINT_RADIUS ( int scenario )  //0x6718F40313A2B5A6

    • 0
    • 179
    • 1207
  18. Hash _GET_SCENARIO_POINT_TYPE ( int scenario )  //0xA92450B5AE687AAF

    • 0
    • 181
    • 1207
  19. int _GET_SCENARIO_POINT_TYPE_PED_IS_USING ( Ped ped )  //0x2D0571BB55879DA2

    • 0
    • 169
    • 1207
  20. float _GET_SCRIPT_TASK_ACTION_TIME ( Ped ped, Hash task )  //0xA710DC5D25F8B942

    • 0
    • 184
    • 1207
  21. BOOL _GET_TASK_FISHING ( Ped ped, Any* p1 )  //0xF3735ACD11ACD500

    • 0
    • 236
    • 1207
  22. Hash _GET_TASK_MOVE_NETWORK_ID ( Ped ped )  //0xCACC2F9D994504B7

    • 0
    • 165
    • 1207
  23. float _GET_TASK_MOVE_NETWORK_PHASE_FLOAT ( Ped ped, const char* phaseName )  //0x844CEEE428EA35B0

    • 0
    • 166
    • 1207
  24. BOOL _IS_HAT_BEING_PICKED_UP ( Object hatObject )  //0x11CD066F54DA0133

    • 0
    • 189
    • 1207
  25. BOOL _IS_HAT_BEING_PICKED_UP_2 ( Object hatObject )  //0x4ECCC2815CA79AE2

    • 0
    • 167
    • 1207
  26. BOOL _IS_PED_ARRESTING_ANY_PED ( Ped ped )  //0xA9CC7856D52DBD25

    • 0
    • 225
    • 1207
  27. BOOL _IS_PED_DUELLING ( Ped ped )  //0xC8B29D18022EA2B7

    • 0
    • 170
    • 1207
  28. BOOL _IS_PED_LEADING_HORSE ( Ped ped )  //0xEFC4303DDC6E60D3

    • 0
    • 243
    • 1207
  29. BOOL _IS_SCENARIO_GROUP_ENABLED_HASH ( Hash scenarioGroup )  //0xDCC374913DE6AAA6

    • 0
    • 232
    • 1207
  30. BOOL _IS_SCENARIO_POINT_ACTIVE ( int scenario )  //0x0CC36D4156006509

    • 0
    • 161
    • 1207
  31. BOOL _IS_SCENARIO_POINT_FLAG_SET ( int scenario, int flag )  //0x8569C38D2FB80650

    • 0
    • 173
    • 1207
  32. void _MAKE_OBJECT_CARRIABLE ( Object object )  //0x78B4567E18B54480

    • 0
    • 167
    • 1207
  33. void _PED_FISHINGROD_HOOK_ENTITY ( Ped ped, Entity entity )  //0x1A52076D26E09004

    • 0
    • 196
    • 1207
  34. BOOL _PED_IS_IN_SCENARIO_BASE ( Ped ped )  //0x02EBBB3989B7E695

    • 0
    • 170
    • 1207
  35. BOOL _REQUEST_HERB_COMPOSITE_ASSET ( Hash asset )  //0x73F0D0327BFA0812

    • 0
    • 211
    • 1207
  36. void _RESET_SCENARIO_FOR_ENTITY ( int scenario, Entity entity )  //0x2E20878FD208A68E

    • 0
    • 147
    • 1207
  37. void _RESET_SCENARIO_SCRIPT ( int scenario )  //0x5A40040BB5AE3EA2

    • 0
    • 157
    • 1207
  38. _SET_ENABLE_HANDCUFFS_2 ( Ped ped )  //0x7981037A96E7D174

    • 0
    • 354
    • 1207
  39. void _SET_FISHING_BAIT ( Ped ped, const char* bait, BOOL withoutBuoy, BOOL instantly )  //0x9B0C7FA063E67629

    • 0
    • 235
    • 1207
  40. void _SET_HOGTIE_ESCAPE_TIMER ( Ped ped, float time )  //0xAB591AE6B48B913E

    • 0
    • 204
    • 1207
  41. void _SET_PED_CLEAR_AIMING_IN_THE_AIR ( Ped ped, Any p1 )  //0x34C0010188D7C54A

    • 0
    • 169
    • 1207
  42. void _SET_PED_IGNORE_DEAD_BODIES ( Ped ped, BOOL toggle )  //0x013A7BA5015C1372

    • 0
    • 196
    • 1207
  43. void _SET_PED_PATH_LADDER_COST_MODIFIER ( Ped ped, float modifier )  //0x70F7A1EAB1AE3AA8

    • 0
    • 167
    • 1232
  44. void _SET_PED_PATH_MAY_ENTER_DEEP_WATER ( Ped ped, BOOL mayEnterDeepWater )  //0x9DE63896B176EA94

    • 0
    • 216
    • 1207
  45. void _SET_SCENARIO_CONTAINER_OPENING_STATE ( Entity entity, BOOL open )  //0x188F8071F244B9B8

    • 0
    • 192
    • 1207
  46. void _SET_SCENARIO_GROUP_ENABLED_HASH ( Hash scenarioGroup, BOOL toggle )  //0x9925EDDB6EAB88CD

    • 0
    • 242
    • 1207
  47. void _SET_SCENARIO_POINT_ACTIVE ( int scenario, BOOL active )  //0xEEE4829304F93EEE

    • 0
    • 182
    • 1207
  48. void _SET_SCENARIO_POINT_COORDS ( int scenario, float xPos, float yPos, float zPos, BOOL p4 )  //0x2056AB38DF06825C

    • 0
    • 192
    • 1207
  49. void _SET_SCENARIO_POINT_FLAG ( int scenario, int flag, BOOL value )  //0x5AF19B6CC2115D34

    • 0
    • 205
    • 1207
  50. void _SET_SCENARIO_POINT_HEADING ( int scenario, float heading, BOOL p2 )  //0xD3A0DA8F91612C6E

    • 0
    • 199
    • 1207

Red Dead Redemption 2 Native Database by www.mod-rdr.com, includes contributions by gudmunduro and alloc8or.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...