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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_VEHICLE_FLEE_ON_CLEANUP ( Vehicle vehicle, float p1, float p2, float p3, float speed, Hash type )  //0x55CD5FDDD4335C1E

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  2. void TASK_VEHICLE_DRIVE_STRAIGHT_TO_POINT ( Ped driver, Vehicle vehicle, float x, float y, float z, float p5, float p6, int flag )  //0x089FF2FB965F0A29

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  3. void _TASK_VEHICLE_DRIVE_TO_POINT_2 ( Vehicle vehicle, float x, float y, float z, float p4, float p5, Any p6 )  //0x6524A8981E8BE7C9

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  4. void _0x1D125814EBC517EB ( Any p0, Any p1, Any p2, Any p3 )  //0x1D125814EBC517EB

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

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  7. void TASK_VEHICLE_ESCORT ( Ped ped, Vehicle vehicle, Vehicle targetVehicle, int mode, float speed, int drivingStyle, float minDistance, int p7, float noRoadsDistance )  //0x0FA6E4B75F302400

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  8. void TASK_BOAT_MISSION ( Ped pedDriver, Vehicle boat, float p10, Any p11, Any p2, Any p3, float x, float y, float z, Any p7 )  //0x15C86013127CE63F

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  9. void WAYPOINT_PLAYBACK_PAUSE ( Ped ped, Any p1, Any p2, Any p3 )  //0x0F342546AA06FED5

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  10. void TASK_WEAPON ( Ped ped )  //0x7157B82D60E4BC46

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  11. void WAYPOINT_PLAYBACK_RESUME ( Ped ped, BOOL p1, int p2, int p3 )  //0x244F70C84C547D2D

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  12. void TASK_DRIVE_BY ( Ped driverPed, Ped targetPed, Vehicle targetVehicle, float targetX, float targetY, float targetZ, float distanceToShoot, int pedAccuracy, BOOL p8, Hash firingPattern )  //0x2F8AF0E82773A171

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  13. void WAYPOINT_PLAYBACK_OVERRIDE_SPEED ( Ped ped, float speed, Any p2, Any p3, Any p4 )  //0x7D7D2B47FA788E85

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  14. void SET_DRIVEBY_TASK_TARGET ( Ped shootingPed, Ped targetPed, Vehicle targetVehicle, float x, float y, float z )  //0xE5B302114D8162EE

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  15. void WAYPOINT_PLAYBACK_USE_DEFAULT_SPEED ( Ped ped )  //0x6599D834B12D0800

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  16. void CLEAR_DRIVEBY_TASK_UNDERNEATH_DRIVING_TASK ( Ped ped )  //0xC35B5CDB2824CF69

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  17. void USE_WAYPOINT_RECORDING_AS_ASSISTED_MOVEMENT_ROUTE ( const char* waypointRecording, BOOL p1, float p2, float p3, BOOL p4 )  //0x5A353B8E6B1095B5

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  18. void WAYPOINT_PLAYBACK_START_AIMING_AT_PED ( Any p0, Any p1, Any p2, Any p3 )  //0x20E330937C399D29

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  19. void _SET_PED_CLEAR_AIMING_IN_THE_AIR ( Ped ped, Any p1 )  //0x34C0010188D7C54A

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  20. void WAYPOINT_PLAYBACK_START_AIMING_AT_ENTITY ( Any p0, Any p1, Any p2, Any p3 )  //0x4F158205E0C74385

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  21. void WAYPOINT_PLAYBACK_START_AIMING_AT_COORD ( Any p0, Any p1, Any p2, Any p3, Any p4, Any p5 )  //0x8968400D900ED8B3

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

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  23. void WAYPOINT_PLAYBACK_START_SHOOTING_AT_PED ( Any p0, Any p1, Any p2, Any p3, Any p4 )  //0xE70BA7B90F8390DC

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  24. void TASK_SHOOT_AT_ENTITY ( Entity entity, Entity targetEntity, int duration, Hash firingPattern, BOOL affectCockedState )  //0x08DA95E8298AE772

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  25. void WAYPOINT_PLAYBACK_START_SHOOTING_AT_ENTITY ( Any p0, Any p1, Any p2, Any p3, Any p4 )  //0x4AF458F71C1196D2

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  26. void TASK_SHOOT_WITH_WEAPON ( Ped ped, Any* args )  //0x08AA95E8298AE772

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  27. void WAYPOINT_PLAYBACK_START_SHOOTING_AT_COORD ( Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6 )  //0x057A25CFCC9DB671

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  28. void _0x2416EC2F31F75266 ( Entity entity, Entity targetEntity, int duration, Any p3, Any p4 )  //0x2416EC2F31F75266

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  29. void WAYPOINT_PLAYBACK_STOP_AIMING_OR_SHOOTING ( Any p0 )  //0x47EFA040EBB8E2EA

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  30. void _0x41323F4E0C4AE94B ( Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6 )  //0x41323F4E0C4AE94B

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  31. void ASSISTED_MOVEMENT_REMOVE_ROUTE ( const char* route )  //0x3548536485DD792B

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  32. void TASK_CLIMB ( Ped ped, BOOL unused )  //0x89D9FCC2435112F1

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  33. void _TASK_CLIMB_2 ( Ped ped, float heading )  //0xDF1D85BCAF60D537

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  34. void ASSISTED_MOVEMENT_SET_ROUTE_PROPERTIES ( const char* route, int props )  //0xD5002D78B7162E1B

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  35. void TASK_CLIMB_LADDER ( Ped ped, Any p1, Any p2, Any p3 )  //0xB6C987F9285A3814

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  36. void SET_ENABLE_SPEED_RESTRAIN_FOR_WAYPOINT_RECORDING_LEADER ( Any p0, Any p1 )  //0x295F03DC97BEEBC1

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  37. void CLEAR_PED_TASKS_IMMEDIATELY ( Ped ped, BOOL p1, BOOL resetCrouch )  //0xAAA34F8A7CB32098

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  38. void SET_UP_SPEED_RESTRAIN_INFORMATION_FOR_PLAYER_FOLLOWER ( Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7, Any p8 )  //0xB5C51DD544F14F58

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  39. void TASK_PERFORM_SEQUENCE_FROM_PROGRESS ( Ped ped, Any p1, Any p2, Any p3 )  //0x89221B16730234F0

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  40. void TASK_VEHICLE_FOLLOW_WAYPOINT_RECORDING ( Ped ped, Vehicle vehicle, Any p10, const char* waypointRecording, int drivingMode, Any p4, int eWaypoint, int flag, float p7, BOOL p8 )  //0x3123FAA6DB1CF7ED

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  41. void SET_PED_DESIRED_MOVE_BLEND_RATIO ( Ped ped, float p1 )  //0x1E982AC8716912C5

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  42. void _TASK_VEHICLE_FOLLOW_WAYPOINT_RECORDING_2 ( Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7, Any p8, Any p9 )  //0x041D17A9E221AE30

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  43. void TASK_GOTO_ENTITY_AIMING ( Ped ped, Entity target, float distanceToStopAt, float StartAimingDist )  //0xA9DA48FAB8A76C12

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

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

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  46. void VEHICLE_WAYPOINT_PLAYBACK_PAUSE ( Vehicle vehicle )  //0x8A4E6AC373666BC5

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  47. void TASK_PED_SLIDE_TO_COORD ( Ped ped, float x, float y, float z, float heading, float p5 )  //0xD04FE6765D990A06

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  48. void VEHICLE_WAYPOINT_PLAYBACK_RESUME ( Vehicle vehicle )  //0xDC04FCAA7839D492

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  49. void VEHICLE_WAYPOINT_PLAYBACK_USE_DEFAULT_SPEED ( Vehicle vehicle )  //0x5CEB25A7D2848963

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  50. void VEHICLE_WAYPOINT_PLAYBACK_OVERRIDE_SPEED ( Vehicle vehicle, float speed )  //0x121F0593E0A431D7

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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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