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 _0xA7479FB665361EDB ( Any p0, Any p1 ) //0xA7479FB665361EDB
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float _GET_SCRIPT_TASK_ACTION_TIME ( Ped ped, Hash task ) //0xA710DC5D25F8B942
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void _0xA6A76D666A281F2D ( Any p0, Hash item ) //0xA6A76D666A281F2D
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BOOL WAYPOINT_PLAYBACK_GET_IS_SHOOTING ( Ped ped ) //0xA5B94DF8AF058F46
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float GET_WAYPOINT_DISTANCE_ALONG_ROUTE ( const char* waypointRecording, int p1 ) //0xA5B769058763E497
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- 219
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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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void _0xA42DC7919159CCCF ( Any p0 ) //0xA42DC7919159CCCF
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void OPEN_PATROL_ROUTE ( const char* patrolRoute ) //0xA36BFB5EE89F3D82
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BOOL IS_MOUNTED_WEAPON_TASK_UNDERNEATH_DRIVING_TASK ( Ped ped ) //0xA320EF046186FA3B
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- 226
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void _0xA263ADBBC8056214 ( Any p0, Any p1 ) //0xA263ADBBC8056214
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void TASK_SWAP_WEAPON ( Ped ped, Any p1, Any p2, Any p3, Any p4 ) //0xA21C51255B205245
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void _0xA21AA2F0C2180125 ( Any p0, Any p1 ) //0xA21AA2F0C2180125
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void TASK_DUCK ( Ped ped, int p1 ) //0xA14B5FBF986BAC23
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- 326
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void TASK_HORSE_ACTION ( Ped ped, int action, Ped targetPed, Any p3 ) //0xA09CFD29100F06C3
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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
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void _0xA052608A12559BBB ( Any p0, Any p1 ) //0xA052608A12559BBB
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Any _0x9FF5F9B24E870748 ( Any p0 ) //0x9FF5F9B24E870748
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void TASK_USE_NEAREST_SCENARIO_CHAIN_TO_COORD ( Ped ped, float x, float y, float z, float distance, BOOL p5, BOOL p6, BOOL p7, BOOL p8 ) //0x9FDA1B3D7E7028B3
- 0
- 274
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void TASK_WANDER_IN_VOLUME ( Ped ped, Volume volume, float p2, float p3, int p4 ) //0x9FDA168777B28424
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- 198
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void REQUEST_WAYPOINT_RECORDING ( const char* waypointRecording ) //0x9EEFB62EB27B5792
- 0
- 190
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void _0x9EBD34958AB6F824 ( Any p0 ) //0x9EBD34958AB6F824
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- 179
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void _SET_PED_PATH_MAY_ENTER_DEEP_WATER ( Ped ped, BOOL mayEnterDeepWater ) //0x9DE63896B176EA94
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- 232
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void _0x9C8F42A5D1859DC1 ( Any p0 ) //0x9C8F42A5D1859DC1
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- 147
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void _0x9B6A58FDB0024F12 ( int p0, int p1 ) //0x9B6A58FDB0024F12
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- 175
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void TASK_AIM_GUN_AT_ENTITY ( Ped ped, Entity targetEntity, int duration, BOOL p3, int p4 ) //0x9B53BB6E8943AF53
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- 261
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void _SET_FISHING_BAIT ( Ped ped, const char* bait, BOOL withoutBuoy, BOOL instantly ) //0x9B0C7FA063E67629
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- 248
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void _0x9ADDBB9242179D56 ( Object object, Ped ped ) //0x9ADDBB9242179D56
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void TASK_WARP_PED_INTO_VEHICLE ( Ped ped, Vehicle vehicle, int seat ) //0x9A7D091411C5F684
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- 240
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int TASK_LEAD_HORSE ( Ped ped, Ped horse ) //0x9A7A4A54596FE09D
- 0
- 513
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void _SET_SCENARIO_GROUP_ENABLED_HASH ( Hash scenarioGroup, BOOL toggle ) //0x9925EDDB6EAB88CD
- 0
- 256
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int GET_VEHICLE_WAYPOINT_PROGRESS ( Vehicle vehicle ) //0x9824CFF8FC66E159
- 0
- 242
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void STOP_ANIM_TASK ( Ped ped, const char* animDictionary, const char* animationName, float p3 ) //0x97FF36A1D40EA00A
- 0
- 273
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void TASK_USE_NEAREST_SCENARIO_CHAIN_TO_COORD_WARP ( Ped ped, float x, float y, float z, float distance, BOOL p5, BOOL p6, BOOL p7, BOOL p8 ) //0x97A28E63F0BA5631
- 0
- 269
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void TASK_ANIMAL_ALERTED ( Ped ped, Any p1, Any p2 ) //0x979D93372FC8C565
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- 231
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Any _0x974DA3408DEC4E79 ( Any p0 ) //0x974DA3408DEC4E79
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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
- 0
- 347
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int _GET_HERB_COMPOSITE_NUM_ENTITIES ( int compositeId, Any* outEntities ) //0x96C6ED22FB742C3E
- 0
- 207
- 1207
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void _0x9667CCE29BFA0780 ( Any p0 ) //0x9667CCE29BFA0780
- 0
- 197
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void TASK_PLANT_BOMB ( Ped ped, float x, float y, float z, float heading ) //0x965FEC691D55E9BF
- 0
- 265
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void _TASK_PATROL_2 ( Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7 ) //0x964B06C88E4C86DB
- 0
- 197
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void TASK_CLEAR_DEFENSIVE_AREA ( Ped ped ) //0x95A6C46A31D1917D
- 0
- 245
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void _0x9585FF23C4B8EDE0 ( Any p0, Any p1 ) //0x9585FF23C4B8EDE0
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void _0x954451EA2D2120FB ( Any p0, Any p1 ) //0x954451EA2D2120FB
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int CREATE_SCENARIO_POINT_HASH ( Hash scenarioHash, float x, float y, float z, float heading, Any p5, Any p6, BOOL p7 ) //0x94B745CE41DB58A1
- 0
- 267
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void TASK_SMART_FLEE_COORD ( Ped ped, float x, float y, float z, float distance, int time, int fleeType, float fleeSpeed ) //0x94587F17E9C365D5
- 0
- 294
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void TASK_VEHICLE_MISSION_PED_TARGET ( Ped ped, Vehicle vehicle, Ped pedTarget, int mode, float maxSpeed, int drivingStyle, float minDistance, float p7, BOOL DriveAgainstTraffic ) //0x9454528DF15D657A
- 0
- 337
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void TASK_COMBAT_PED_TIMED ( Ped ped, Ped targetPed, int p2, Any p3 ) //0x944F30DCB7096BDE
- 0
- 462
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Any _0x9420FB11B8D77948 ( Any p0 ) //0x9420FB11B8D77948
- 0
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void TASK_ACHIEVE_HEADING ( Ped ped, float heading, int timeout ) //0x93B93A37987F1F3D
- 0
- 302
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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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Red Dead Redemption 2 Native Database by www.mod-rdr.com, includes contributions by gudmunduro and alloc8or.
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