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 FORCE_SCENARIO_GROUP_PRIORITY ( Any p0, Any p1 )  //0x444C910A5058E568

    • 0
    • 169
    • 1207
  2. void _0xB2D15D3551FE4FAE ( Any p0 )  //0xB2D15D3551FE4FAE

    • 0
    • 123
    • 1311
  3. void _0xFA30E2254461ADEB ( Any p0, Any p1 )  //0xFA30E2254461ADEB

    • 0
    • 187
    • 1207
  4. Any _0xE55478C5EDF70AC2 ( Any p0 )  //0xE55478C5EDF70AC2

    • 0
    • 160
    • 1207
  5. void TASK_GO_TO_COORD_ANY_MEANS ( Ped ped, float x, float y, float z, float speed, Entity entity, BOOL p6, int walkingStyle, float p8 )  //0x5BC448CB78FA3E88

    • 0
    • 411
    • 1207
  6. BOOL _IS_SCENARIO_POINT_ACTIVE ( int scenario )  //0x0CC36D4156006509

    • 0
    • 161
    • 1207
  7. void TASK_GO_TO_COORD_ANY_MEANS_EXTRA_PARAMS ( Ped ped, float x, Any p10, Any p11, Any p12, float y, float z, float speed, Any p5, BOOL p6 )  //0x1DD45F9ECFDB1BC9

    • 0
    • 296
    • 1207
  8. void _SET_SCENARIO_POINT_ACTIVE ( int scenario, BOOL active )  //0xEEE4829304F93EEE

    • 0
    • 182
    • 1207
  9. void TASK_GO_TO_COORD_ANY_MEANS_EXTRA_PARAMS_WITH_CRUISE_SPEED ( Ped ped, Any p1, Any p10, Any p11, Any p12, Any p13, Any p14, Any p2, Any p3, Any p4 )  //0xB8ECD61F531A7B02

    • 0
    • 249
    • 1207
  10. void _RESET_SCENARIO_SCRIPT ( int scenario )  //0x5A40040BB5AE3EA2

    • 0
    • 157
    • 1207
  11. void TASK_PLAY_ANIM ( Ped ped, const char* animDict, BOOL p10, const char* taskFilter, BOOL p12, const char* animName, float speed, float speedMultiplier, int duration, int flags )  //0xEA47FE3719165B94

    • 1
    • 3,482
    • 1207
  12. BOOL IS_SCENARIO_TYPE_ENABLED ( const char* scenarioType )  //0x3A815DB3EA088722

    • 0
    • 170
    • 1207
  13. void TASK_PLAY_ANIM_ADVANCED ( Ped ped, const char* animDict, float speedMultiplier, int duration, int flags, float p13, int p14, int p15, int p16, const char* animName )  //0x83CDB10EA29B370B

    • 0
    • 489
    • 1207
  14. void SET_SCENARIO_TYPE_ENABLED ( const char* scenarioType, BOOL toggle )  //0xEB47EC4E34FB7EE1

    • 0
    • 185
    • 1207
  15. void TASK_PLAY_UPPER_ANIM_FACING_ENTITY ( Ped ped, const char* animDict, BOOL p10, float p11, const char* p12, int p13, float p14, const char* animName, Entity entity, int p4 )  //0xAD67214236AB1CFE

    • 0
    • 220
    • 1207
  16. void _SET_SCENARIO_TYPE_ENABLED_HASH ( Hash scenarioType, BOOL toggle )  //0xD00E50E673802D71

    • 0
    • 167
    • 1207
  17. void STOP_ANIM_TASK ( Ped ped, const char* animDictionary, const char* animationName, float p3 )  //0x97FF36A1D40EA00A

    • 0
    • 258
    • 1207
  18. void RESET_SCENARIO_TYPES_ENABLED ()  //0x0D40EE2A7F2B2D6D

    • 0
    • 176
    • 1207
  19. void TASK_SCRIPTED_ANIMATION ( Ped ped, Any* args )  //0x126EF75F1E17ABE5

    • 0
    • 427
    • 1207
  20. int _GET_SCENARIO_POINT_TYPE_PED_IS_USING ( Ped ped )  //0x2D0571BB55879DA2

    • 0
    • 169
    • 1207
  21. void TASK_GOTO_ENTITY_OFFSET_XYZ ( Ped ped, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7, Any p8 )  //0xFA6DA9D151769392

    • 0
    • 138
    • 1311
  22. void PLAY_ENTITY_SCRIPTED_ANIM ( Entity entity, Any* args )  //0x77A1EEC547E7FCF1

    • 0
    • 268
    • 1207
  23. Hash _GET_SCENARIO_POINT_TYPE ( int scenario )  //0xA92450B5AE687AAF

    • 0
    • 181
    • 1207
  24. void STOP_ANIM_PLAYBACK ( Ped ped, int p1, BOOL p2 )  //0xEE08C992D238C5D1

    • 0
    • 264
    • 1207
  25. BOOL IS_PED_ACTIVE_IN_SCENARIO ( Ped ped, int scenario )  //0xAA135F9482C82CC3

    • 0
    • 187
    • 1207
  26. void SET_ANIM_FILTER ( Any p0, Any p1, Any p2, Any p3 )  //0x87B66D77D545DB66

    • 0
    • 263
    • 1207
  27. BOOL IS_PED_EXITING_SCENARIO ( Ped ped, BOOL p1 )  //0x0C3CB2E600C8977D

    • 0
    • 169
    • 1207
  28. void SET_ANIM_RATE ( Any p0, float p1, Any p2, BOOL p3 )  //0x032D49C5E359C847

    • 0
    • 602
    • 1207
  29. Any _0x2C497BDEF897C6DF ( Any p0 )  //0x2C497BDEF897C6DF

    • 0
    • 189
    • 1207
  30. BOOL CAN_START_ITEM_INTERACTION ( Ped ped, Hash itemHash, Hash interactionHash, int p3 )  //0x2D19BC4DF626CBE7

    • 0
    • 204
    • 1207
  31. void TASK_COMBAT_HATED_TARGETS_IN_AREA ( Ped ped, float x, float y, float z, float radius, int flags, Any p6 )  //0x4CF5F55DAC3280A0

    • 0
    • 252
    • 1207
  32. void START_TASK_ITEM_INTERACTION ( Ped ped, Hash animType, Hash propId, int p3, int flag, float p5 )  //0xAE72E7DF013AAA61

    • 0
    • 440
    • 1207
  33. void TASK_COMBAT_HATED_TARGETS_NO_LOS_TEST ( Ped ped, float radius )  //0xB5BC69D9C4060BC3

    • 0
    • 173
    • 1207
  34. void _TASK_ITEM_INTERACTION_2 ( Ped ped, Hash propNameGxt, Object prop, Hash propId, Hash itemInteractionState, int p5, Any p6, float p7 )  //0x72F52AA2D2B172CC

    • 0
    • 546
    • 1207
  35. void TASK_COMBAT_HATED_TARGETS_AROUND_PED ( Ped ped, float radius, int flags, Any p3 )  //0x7BF835BB9E2698C8

    • 0
    • 259
    • 1207
  36. void _TASK_ITEM_INTERACTION_3 ( Ped ped, Hash item, Any* guid, Any p3, Any p4, Any p5, float p6 )  //0xD61D5E1AD9876DEB

    • 0
    • 217
    • 1207
  37. void TASK_COMBAT_HATED_TARGETS_AROUND_PED_TIMED ( Ped ped, float radius, float p2, Any p3 )  //0x2BBA30B854534A0C

    • 0
    • 245
    • 1207
  38. void _0xB35370D5353995CB ( Any p0, Any p1, Any p2 )  //0xB35370D5353995CB

    • 0
    • 209
    • 1207
  39. void TASK_COMBAT_HATED_TARGETS ( Ped ped, float radius )  //0x8182B561A29BD597

    • 0
    • 247
    • 1207
  40. Hash GET_ITEM_INTERACTION_STATE ( Ped ped )  //0x6AA3DCA2C6F5EB6D

    • 0
    • 229
    • 1207
  41. void _0x30B391915538EBE2 ( Any p0 )  //0x30B391915538EBE2

    • 0
    • 160
    • 1207
  42. Hash GET_ITEM_INTERACTION_ITEM_ID ( Ped ped )  //0x804425C4BBD00883

    • 0
    • 173
    • 1207
  43. void TASK_THROW_PROJECTILE ( Ped ped, Any p1, Any p2, Any p3 )  //0x7285951DBF6B5A51

    • 0
    • 231
    • 1207
  44. BOOL IS_PED_RUNNING_INSPECTION_TASK ( Ped ped )  //0x038B1F1674F0E242

    • 0
    • 176
    • 1207
  45. void _TASK_THROW_PROJECTILE_2 ( Any p0, Any p1, Any p2, Any p3 )  //0x7282356DFF6B5A51

    • 0
    • 184
    • 1207
  46. BOOL IS_PED_RUNNING_TASK_ITEM_INTERACTION ( Ped ped )  //0xEC7E480FF8BD0BED

    • 0
    • 231
    • 1207
  47. Entity _GET_ITEM_INTERACTION_ENTITY_FROM_PED ( Ped ped, Hash item )  //0x05A0100EA714DB68

    • 0
    • 198
    • 1207
  48. void TASK_SWAP_WEAPON ( Ped ped, Any p1, Any p2, Any p3, Any p4 )  //0xA21C51255B205245

    • 0
    • 406
    • 1207
  49. float GET_ITEM_INTERACTION_PROMPT_PROGRESS ( Ped ped, Hash inputContext )  //0xBC864A70AD55E0C1

    • 0
    • 165
    • 1207
  50. void _0x0000A8ACDC2E1B6A ( Any p0, Any p1 )  //0x0000A8ACDC2E1B6A

    • 0
    • 164
    • 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...