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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 _0xA7479FB665361EDB ( Any p0, Any p1 )  //0xA7479FB665361EDB

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  2. float _GET_SCRIPT_TASK_ACTION_TIME ( Ped ped, Hash task )  //0xA710DC5D25F8B942

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  3. void _0xA6A76D666A281F2D ( Any p0, Hash item )  //0xA6A76D666A281F2D

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  4. BOOL WAYPOINT_PLAYBACK_GET_IS_SHOOTING ( Ped ped )  //0xA5B94DF8AF058F46

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  5. float GET_WAYPOINT_DISTANCE_ALONG_ROUTE ( const char* waypointRecording, int p1 )  //0xA5B769058763E497

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  6. 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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  7. void _0xA42DC7919159CCCF ( Any p0 )  //0xA42DC7919159CCCF

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  8. void OPEN_PATROL_ROUTE ( const char* patrolRoute )  //0xA36BFB5EE89F3D82

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  9. BOOL IS_MOUNTED_WEAPON_TASK_UNDERNEATH_DRIVING_TASK ( Ped ped )  //0xA320EF046186FA3B

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  10. void _0xA263ADBBC8056214 ( Any p0, Any p1 )  //0xA263ADBBC8056214

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  11. void TASK_SWAP_WEAPON ( Ped ped, Any p1, Any p2, Any p3, Any p4 )  //0xA21C51255B205245

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  12. void _0xA21AA2F0C2180125 ( Any p0, Any p1 )  //0xA21AA2F0C2180125

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  13. void TASK_DUCK ( Ped ped, int p1 )  //0xA14B5FBF986BAC23

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  14. void TASK_HORSE_ACTION ( Ped ped, int action, Ped targetPed, Any p3 )  //0xA09CFD29100F06C3

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  15. void TASK_PUT_PED_DIRECTLY_INTO_GRAPPLE ( Ped ped, Ped grappleTarget, Hash grappleStyle, float p3, float p4, BOOL p5, int p6 )  //0xA05F3F20889D7A5B

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  16. void _0xA052608A12559BBB ( Any p0, Any p1 )  //0xA052608A12559BBB

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  17. Any _0x9FF5F9B24E870748 ( Any p0 )  //0x9FF5F9B24E870748

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  18. 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

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  19. void TASK_WANDER_IN_VOLUME ( Ped ped, Volume volume, float p2, float p3, int p4 )  //0x9FDA168777B28424

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

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  21. void _0x9EBD34958AB6F824 ( Any p0 )  //0x9EBD34958AB6F824

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  22. void _SET_PED_PATH_MAY_ENTER_DEEP_WATER ( Ped ped, BOOL mayEnterDeepWater )  //0x9DE63896B176EA94

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  23. void _0x9C8F42A5D1859DC1 ( Any p0 )  //0x9C8F42A5D1859DC1

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  24. void _0x9B6A58FDB0024F12 ( int p0, int p1 )  //0x9B6A58FDB0024F12

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

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  26. void _SET_FISHING_BAIT ( Ped ped, const char* bait, BOOL withoutBuoy, BOOL instantly )  //0x9B0C7FA063E67629

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  27. void _0x9ADDBB9242179D56 ( Object object, Ped ped )  //0x9ADDBB9242179D56

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  28. void TASK_WARP_PED_INTO_VEHICLE ( Ped ped, Vehicle vehicle, int seat )  //0x9A7D091411C5F684

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  29. int TASK_LEAD_HORSE ( Ped ped, Ped horse )  //0x9A7A4A54596FE09D

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  30. void _SET_SCENARIO_GROUP_ENABLED_HASH ( Hash scenarioGroup, BOOL toggle )  //0x9925EDDB6EAB88CD

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  31. int GET_VEHICLE_WAYPOINT_PROGRESS ( Vehicle vehicle )  //0x9824CFF8FC66E159

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  32. void STOP_ANIM_TASK ( Ped ped, const char* animDictionary, const char* animationName, float p3 )  //0x97FF36A1D40EA00A

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  33. 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

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  34. void TASK_ANIMAL_ALERTED ( Ped ped, Any p1, Any p2 )  //0x979D93372FC8C565

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  35. Any _0x974DA3408DEC4E79 ( Any p0 )  //0x974DA3408DEC4E79

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  36. 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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  37. int _GET_HERB_COMPOSITE_NUM_ENTITIES ( int compositeId, Any* outEntities )  //0x96C6ED22FB742C3E

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  38. void _0x9667CCE29BFA0780 ( Any p0 )  //0x9667CCE29BFA0780

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  39. void TASK_PLANT_BOMB ( Ped ped, float x, float y, float z, float heading )  //0x965FEC691D55E9BF

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  40. void _TASK_PATROL_2 ( Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7 )  //0x964B06C88E4C86DB

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  41. void TASK_CLEAR_DEFENSIVE_AREA ( Ped ped )  //0x95A6C46A31D1917D

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  42. void _0x9585FF23C4B8EDE0 ( Any p0, Any p1 )  //0x9585FF23C4B8EDE0

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  43. void _0x954451EA2D2120FB ( Any p0, Any p1 )  //0x954451EA2D2120FB

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  44. int CREATE_SCENARIO_POINT_HASH ( Hash scenarioHash, float x, float y, float z, float heading, Any p5, Any p6, BOOL p7 )  //0x94B745CE41DB58A1

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  45. void TASK_SMART_FLEE_COORD ( Ped ped, float x, float y, float z, float distance, int time, int fleeType, float fleeSpeed )  //0x94587F17E9C365D5

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  46. 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

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  47. void TASK_COMBAT_PED_TIMED ( Ped ped, Ped targetPed, int p2, Any p3 )  //0x944F30DCB7096BDE

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  48. Any _0x9420FB11B8D77948 ( Any p0 )  //0x9420FB11B8D77948

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  49. void TASK_ACHIEVE_HEADING ( Ped ped, float heading, int timeout )  //0x93B93A37987F1F3D

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  50. void TASK_SET_SPHERE_DEFENSIVE_AREA ( Ped ped, float p1, float p2, float p3, float p4 )  //0x933C06518B52A9A4

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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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