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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 _0x10C44F633E2D6D9E ( Any p0 )  //0x10C44F633E2D6D9E

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  2. void _0x7FB78B2199C10E92 ( Any p0 )  //0x7FB78B2199C10E92

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  3. void TASK_GUARD ( Ped ped, Any p1, Any p2 )  //0xB9FB242EACCAF30F

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  4. void TASK_GUARD_CURRENT_POSITION ( Ped ped, float p1, float p2, BOOL p3 )  //0x4A58A47A72E3FCB4

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  5. void _TASK_GUARD_ASSIGNED_DEFENSIVE_AREA_2 ( Ped ped, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7 )  //0x1FC9B33976BACD6C

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  6. void TASK_GUARD_ASSIGNED_DEFENSIVE_AREA ( Ped ped, float p1, float p2, float p3, float p4, float p5, Any p6 )  //0xD2A207EEBDF9889B

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  7. void TASK_STAND_GUARD ( Ped ped, float x, float y, float z, float heading, const char* scenarioName )  //0xAE032F8BBA959E90

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  8. void SET_DRIVE_TASK_CRUISE_SPEED ( Ped driver, float cruiseSpeed )  //0x5C9B84BD7D31D908

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  9. void SET_DRIVE_TASK_MAX_CRUISE_SPEED ( Ped ped, float maxCruiseSpeed )  //0x404A5AA9B9F0B746

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  10. void ADD_COVER_BLOCKING_AREA ( float playerX, float playerY, float playerZ, float radiusX, float radiusY, float radiusZ, BOOL p6, BOOL p7, BOOL p8, BOOL p9 )  //0x45C597097DD7CB81

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  11. void _ADD_COVER_BLOCKING_VOLUME ( Volume volume, BOOL p1, BOOL p2, BOOL p3, BOOL p4 )  //0xEB2ED1DC3AEC0654

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  12. void REMOVE_ALL_COVER_BLOCKING_AREAS ()  //0xDB6708C0B46F56D8

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  13. void _0x2A10538D0A005E81 ( Any p0, Any p1 )  //0x2A10538D0A005E81

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  14. void _0x4F57397388E1DFF8 ()  //0x4F57397388E1DFF8

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  15. void TASK_ROB_PED ( Ped ped, Any p1, Any p2, Any p3, Any p4 )  //0x7BB967F85D8CCBDB

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  16. BOOL _0xBEDBE39B5FD98FD6 ( Ped ped )  //0xBEDBE39B5FD98FD6

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  17. 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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  18. int CREATE_SCENARIO_POINT_HASH_ATTACHED_TO_ENTITY ( Entity entity, Hash scenarioHash, float x, float y, float z, float heading, Any p6, Any p7, BOOL p8 )  //0x794AB1379A74064D

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  19. BOOL _DOES_SCENARIO_POINT_HAVE_PROPS ( int scenario )  //0xEA31F199A73801D3

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  20. Entity GET_PROP_FOR_SCENARIO_POINT ( int scenarioPoint, const char* name )  //0x295514F198EFD0CA

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  21. BOOL _ASSOCIATE_PROP_WITH_SCENARIO ( int scenario, Entity entity, const char* propName, BOOL p3 )  //0x8360C47380B6F351

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  22. void _SET_SCENARIO_POINT_FLAG ( int scenario, int flag, BOOL value )  //0x5AF19B6CC2115D34

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  23. BOOL _IS_SCENARIO_POINT_FLAG_SET ( int scenario, int flag )  //0x8569C38D2FB80650

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  24. void _0xADC45010BC17AF0E ( Any p0, Any p1 )  //0xADC45010BC17AF0E

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

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  26. BOOL _DISASSOCIATE_PROP_FROM_SCENARIO ( int scenario, const char* propName )  //0x6EF4E31B4D5D2DA0

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  27. BOOL DOES_SCENARIO_POINT_EXIST ( int scenario )  //0x841475AC96E794D1

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  28. Any _0x22CD2C33ED4467A1 ( Any p0 )  //0x22CD2C33ED4467A1

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  29. Entity _GET_SCENARIO_POINT_ENTITY ( int scenario )  //0x7467165EE97D3C68

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  30. Ped _GET_PED_USING_SCENARIO_POINT ( int scenario )  //0x5BA659955369B0E2

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  31. Vector3 _GET_SCENARIO_POINT_COORDS ( int scenario, BOOL p1 )  //0xA8452DD321607029

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  32. Vector3 _0x91CB5E431F579BA1 ( Any p0 )  //0x91CB5E431F579BA1

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  33. Any _0x370F57C47F68EBCA ( Any p0 )  //0x370F57C47F68EBCA

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  34. float _GET_SCENARIO_POINT_HEADING ( int scenario, BOOL p1 )  //0xB93EA7184BAA85C3

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  35. float _GET_SCENARIO_POINT_RADIUS ( int scenario )  //0x6718F40313A2B5A6

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  36. void _SET_SCENARIO_POINT_COORDS ( int scenario, float xPos, float yPos, float zPos, BOOL p4 )  //0x2056AB38DF06825C

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  37. void _SET_SCENARIO_POINT_HEADING ( int scenario, float heading, BOOL p2 )  //0xD3A0DA8F91612C6E

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  38. void _SET_SCENARIO_POINT_RADIUS ( int scenario, float radius )  //0xC47D9080A9A8856A

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  39. void _0xA7479FB665361EDB ( Any p0, Any p1 )  //0xA7479FB665361EDB

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  40. void _0xE69FDA40AAC3EFC0 ( Any p0, Any p1 )  //0xE69FDA40AAC3EFC0

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  41. int GET_SCENARIO_POINTS_IN_AREA ( float posX, float posY, float posZ, float radius, Any* scenariosInRadius, int size )  //0x345EC3B7EBDE1CB5

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  42. Any _0xEFD875C2791EBEFD ( Any p0, Any p1, Any p2, Any p3 )  //0xEFD875C2791EBEFD

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  43. Any _0x152664AA3188B193 ( Any p0, Any p1, Any p2, Any p3, Any p4, Any p5 )  //0x152664AA3188B193

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  44. Any _0xE7BBC4E56B989449 ( Any p0, Any p1, Any p2 )  //0xE7BBC4E56B989449

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  45. int _GET_SCENARIO_POINT_PED_IS_USING ( Ped ped, BOOL p1 )  //0xDF7993356F52359A

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  46. Any GET_RANSACK_SCENARIO_POINT_PED_IS_USING ( Ped ped )  //0xD04241BBF6D03A5E

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  47. void _SET_SCENARIO_CONTAINER_OPENING_STATE ( Entity entity, BOOL open )  //0x188F8071F244B9B8

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  48. Any _0xA9E7672F8C6C6F74 ( Any p0 )  //0xA9E7672F8C6C6F74

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  49. Any _0x0A98A362C5A19A43 ( Any p0 )  //0x0A98A362C5A19A43

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  50. Any _0x849791EBBDBA0362 ( Any p0 )  //0x849791EBBDBA0362

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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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