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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_LEAVE_ANY_VEHICLE ( Ped ped, int p1, int taskFlag )  //0x504D54DF3F6F2247

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  2. void TASK_VEHICLE_SHOOT_AT_PED ( Ped ped, Ped target, float p2 )  //0x10AB107B887214D8

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  3. void TASK_VEHICLE_AIM_AT_PED ( Ped ped, Ped target )  //0xE41885592B08B097

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  4. void TASK_USE_RANDOM_SCENARIO_IN_GROUP ( Ped ped, Any p1, Any p2, Any p3, Any p4 )  //0x14747F4A5971DE4E

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  5. void TASK_VEHICLE_SHOOT_AT_COORD ( Ped ped, float x, float y, float z, float p4 )  //0x5190796ED39C9B6D

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  6. void TASK_AIM_GUN_AT_ENTITY ( Ped ped, Entity targetEntity, int duration, BOOL p3, int p4 )  //0x9B53BB6E8943AF53

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

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  8. void TASK_TURN_PED_TO_FACE_ENTITY ( Ped ped, Entity targetEntity, int duration, float p3, float p4, float p5 )  //0x5AD23D40115353AC

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  9. void TASK_VEHICLE_AIM_AT_COORD ( Ped ped, float x, float y, float z )  //0x447C1E9EF844BC0F

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  10. void TASK_AIM_GUN_AT_COORD ( Ped ped, float x, float y, float z, int time, BOOL p5, BOOL p6 )  //0x6671F3EEC681BDA1

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  11. void TASK_VEHICLE_GOTO_NAVMESH ( Ped ped, Vehicle vehicle, float x, float y, float z, float speed, int behaviorFlag, float stoppingRange )  //0x195AEEB13CEFE2EE

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  12. void TASK_AIM_AT_COORD ( Ped ped, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6 )  //0x4AF1D73861212F52

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  13. void TASK_GO_TO_COORD_WHILE_AIMING_AT_COORD ( Ped ped, Any p1, Any p10, Any p11, Any p12, Any p13, Any p14, Any p15, Any p2, Any p3 )  //0x11315AB3385B8AC0

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

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  15. void TASK_GO_TO_COORD_WHILE_AIMING_AT_COORD_USING_COMBAT_STYLE ( Ped ped, Any p1, Any p10, Any p11, Any p12, Any p13, Any p14, Any p15, Any p2, Any p3 )  //0x639C0425A0B4E77E

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  16. void TASK_SHOOT_AT_COORD ( Ped ped, float x, float y, float z, int duration, Hash firingPattern, Any p6 )  //0x46A6CC01E0826106

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  17. 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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  18. void TASK_SHUFFLE_TO_NEXT_VEHICLE_SEAT ( Ped ped, Vehicle vehicle )  //0x7AA80209BDA643EB

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  19. void TASK_GO_TO_COORD_WHILE_AIMING_AT_ENTITY_USING_COMBAT_STYLE ( Ped ped, Any p1, Any p10, Any p11, Any p12, Any p13, Any p14, Any p2, Any p3, Any p4 )  //0x78426D0982D083C9

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  20. void CLEAR_PED_TASKS ( Ped ped, BOOL p1, BOOL p2 )  //0xE1EF3C1216AFF2CD

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  21. void TASK_GO_TO_ENTITY_WHILE_AIMING_AT_ENTITY ( Ped ped, Any p1, Any p10, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7, Any p8 )  //0x97465886D35210E9

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  22. void _0x1A7D63CB1B0BB223 ( Any p0 )  //0x1A7D63CB1B0BB223

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  23. 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

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  24. void _0xDF94844D474F31E5 ( Ped ped )  //0xDF94844D474F31E5

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  25. void TASK_GO_TO_COORD_AND_AIM_AT_HATED_ENTITIES_NEAR_COORD ( Ped ped, float goToLocationX, float noRoadsDistance, BOOL unkTrue, int unkFlag, int aimingFlag, Hash firingPattern, float goToLocationY, float goToLocationZ, float focusLocationX )  //0xA55547801EB331FC

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  26. void _0xEBA2081E0A5F4D17 ( Any p0 )  //0xEBA2081E0A5F4D17

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  27. void TASK_GO_TO_COORD_AND_AIM_AT_HATED_ENTITIES_NEAR_COORD_USING_COMBAT_STYLE ( Ped ped, Any p1, Any p10, Any p11, Any p12, Any p13, Any p14, Any p2, Any p3, Any p4 )  //0x87BD711FC31EA273

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  28. void _0x141BC64C8D7C5529 ( Vehicle vehicle )  //0x141BC64C8D7C5529

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  29. void SET_HIGH_FALL_TASK ( Ped ped, int p1, int p2, int p3 )  //0x8C825BDC7741D37C

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  30. void CLEAR_PED_SECONDARY_TASK ( Ped ped )  //0x176CECF6F920D707

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  31. void _0x5217B7B6DB78E1F3 ( Any p0, Any p1, Any p2, Any p3, Any p4 )  //0x5217B7B6DB78E1F3

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  32. void TASK_EVERYONE_LEAVE_VEHICLE ( Any p0, Any p1 )  //0x7F93691AB4B92272

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  33. void REQUEST_WAYPOINT_RECORDING ( const char* waypointRecording )  //0x9EEFB62EB27B5792

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  34. void TASK_EVERYONE_LEAVE_VEHICLE_IN_ORDER ( Vehicle vehicle, BOOL p1 )  //0x6F1C49F275BD25B3

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  35. void TASK_INVESTIGATE ( Ped ped, Any p1, Any p2, Any p3, Any p4, Any p5 )  //0x5C8514540D27FBFB

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  36. void REMOVE_WAYPOINT_RECORDING ( const char* waypointRecording )  //0xFF1B8B4AA1C25DC8

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  37. void TASK_GOTO_ENTITY_OFFSET ( Ped ped, Entity entity, Any p2, float x, float y, float z, int duration )  //0xE39B4FF4FDEBDE27

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  38. void _0xF718931A82EEB898 ()  //0xF718931A82EEB898

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  39. void TASK_GOTO_ENTITY_OFFSET_XY ( Ped ped, Entity entity, int duration, float p3, float p4, float p5, float p6, BOOL p7 )  //0x338E7EF52B6095A9

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  40. void TASK_GOTO_ENTITY_OFFSET_XY_AIMING ( Ped ped, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7, Any p8 )  //0x901BD69984400F62

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  41. void TASK_GOTO_ENTITY_OFFSET_XYZ_AIMING ( Ped ped, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7, Any p8, Any p9 )  //0x41B0832CA96B5351

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  42. void TASK_FOLLOW_ENTITY_WHILE_AIMING_AT_ENTITY ( Ped ped, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7 )  //0x2D532EAA142CF83F

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  43. void TASK_TURN_PED_TO_FACE_COORD ( Ped ped, float x, float y, float z, int duration )  //0x1DDA930A0AC38571

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  44. void TASK_FOLLOW_WAYPOINT_RECORDING_ADVANCED ( Ped ped, Any p1 )  //0x0CFC13EBC19BCA52

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

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  46. void TASK_FOLLOW_WAYPOINT_RECORDING ( Ped ped, const char* waypointRecording, int p2, int flag, int p4, BOOL p5, Any p6, int p7 )  //0x0759591819534F7B

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  47. void TASK_VEHICLE_MISSION ( Ped driver, Vehicle vehicle, Vehicle vehicleTarget, int missionType, float p4, Any p5, float p6, float p7, BOOL DriveAgainstTraffic )  //0x659427E0EF36BCDE

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  48. 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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  49. void TASK_VEHICLE_DRIVE_TO_DESTINATION ( Ped driver, Vehicle vehicle, BOOL p10, float x, float y, float z, float speed, int drivingFlags, int p7, float stoppingRange1 )  //0x7F241A0D14354583

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  50. void TASK_FOLLOW_ENTITY_ALONG_WAYPOINT_RECORDING_AT_OFFSET ( Ped ped0, Ped ped1, const char* waypointRecording, float p3, float p4, int p5, int p6, int p7, BOOL p8 )  //0x4D2B787BAE9AB760

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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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