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

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  2. void CLEAR_SEQUENCE_TASK ( int* taskSequenceId )  //0x3841422E9C488D8C

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  3. void CLOSE_PATROL_ROUTE ()  //0xB043ECA801B8CBC1

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  4. void CLOSE_SEQUENCE_TASK ( int taskSequenceId )  //0x39E72BC99E6360CB

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  5. void CREATE_PATROL_ROUTE ()  //0xAF8A443CCC8018DC

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  6. 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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  7. 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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  8. void DELETE_PATROL_ROUTE ( const char* patrolRoute )  //0x7767DD9D65E91319

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  9. BOOL DOES_SCENARIO_EXIST_IN_AREA ( float x, float y, float z, float radius, BOOL p4, Any p5, BOOL p6 )  //0x5A59271FFADD33C1

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  10. BOOL DOES_SCENARIO_GROUP_EXIST ( const char* scenarioGroup )  //0xF9034C136C9E00D3

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  11. BOOL DOES_SCENARIO_OF_TYPE_EXIST_IN_AREA_HASH ( float x, float y, float z, Hash typeHash, float radius, BOOL p5 )  //0x6EEAD6AF637DA752

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

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  13. BOOL DOES_SCRIPTED_COVER_POINT_EXIST_AT_COORDS ( Any p0, Any p1, Any p2, Any p3 )  //0xA98B8E3C088E5A31

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  14. void END_DUEL ( Ped ped, BOOL p1, float p2 )  //0xEED08A3A98B847E2

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  15. int FIND_SCENARIO_OF_TYPE_HASH ( float xPos, float yPos, float zPos, Hash scenarioType, float distance, Any p5, BOOL p6 )  //0xF533D68FF970D190

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  16. void FORCE_SCENARIO_GROUP_PRIORITY ( Any p0, Any p1 )  //0x444C910A5058E568

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  17. int GET_ACTIVE_VEHICLE_MISSION_TYPE ( Vehicle vehicle )  //0x534AEBA6E5ED4CAB

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  18. BOOL GET_IS_CARRIABLE_ENTITY ( Entity entity )  //0x0CCFE72B43C9CF96

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  19. BOOL GET_IS_PED_AIMING_IN_THE_AIR ( Ped ped )  //0x8785E6E40C7A8819

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  20. BOOL GET_IS_TASK_ACTIVE ( Ped ped, int taskIndex )  //0xB0760331C7AA4155

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  21. BOOL GET_IS_WAYPOINT_RECORDING_LOADED ( const char* waypointRecording )  //0xCB4E8BE8A0063C5D

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  22. Hash GET_ITEM_INTERACTION_ITEM_ID ( Ped ped )  //0x804425C4BBD00883

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  23. float GET_ITEM_INTERACTION_PROMPT_PROGRESS ( Ped ped, Hash inputContext )  //0xBC864A70AD55E0C1

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  24. Hash GET_ITEM_INTERACTION_STATE ( Ped ped )  //0x6AA3DCA2C6F5EB6D

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  25. float GET_PED_DESIRED_MOVE_BLEND_RATIO ( Ped ped )  //0x8517D4A6CA8513ED

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  26. float GET_PED_WAYPOINT_DISTANCE ( Ped ped )  //0xE6A877C64CAF1BC5

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  27. float GET_PED_WAYPOINT_OVERRIDE_SPEED ( Ped ped )  //0xD39A2F3E7FCAFF08

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  28. int GET_PED_WAYPOINT_PROGRESS ( Ped ped )  //0x2720AAA75001E094

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

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

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

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  32. int GET_SCRIPT_TASK_STATUS ( Ped ped, Hash taskHash, BOOL p2 )  //0x77F1BEB8863288D5

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  33. Vector3 GET_SCRIPTED_COVER_POINT_COORDS ( ScrHandle coverpoint )  //0x594A1028FC2A3E85

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  34. int GET_SEQUENCE_PROGRESS ( Ped ped )  //0x00A9010CFE1E3533

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  35. BOOL GET_TASK_MOVE_NETWORK_EVENT ( Ped ped, const char* eventName )  //0xB4F47213DF45A64C

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  36. const char* GET_TASK_MOVE_NETWORK_STATE ( Ped ped )  //0x717E4D1F2048376D

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  37. Any GET_VEHICLE_WAYPOINT_PLAYBACK_OVERRIDE_SPEED ( Any p0 )  //0x3DC971EB22F73447

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

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  39. int GET_VEHICLE_WAYPOINT_TARGET_POINT ( Vehicle vehicle )  //0x416B62AC8B9E5BBD

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

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  41. BOOL IS_DRIVEBY_TASK_UNDERNEATH_DRIVING_TASK ( Ped ped )  //0x8785E6E40C7A8818

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  42. BOOL IS_EMOTE_TASK_RUNNING ( Ped ped, Any p1 )  //0xCF9B71C0AF824036

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

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  44. BOOL IS_MOVE_BLEND_RATIO_RUNNING ( Ped ped )  //0xD4D8636C0199A939

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  45. BOOL IS_MOVE_BLEND_RATIO_SPRINTING ( Ped ped )  //0x24A2AD74FA9814E2

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  46. BOOL IS_MOVE_BLEND_RATIO_STILL ( Ped ped )  //0x349CE7B56DAFD95C

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  47. BOOL IS_MOVE_BLEND_RATIO_WALKING ( Ped ped )  //0xF133BBBE91E1691F

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  48. BOOL IS_PED_ACTIVE_IN_SCENARIO ( Ped ped, int scenario )  //0xAA135F9482C82CC3

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  49. BOOL IS_PED_BEING_ARRESTED ( Ped ped )  //0x90A09F3A45FED688

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  50. BOOL IS_PED_CUFFED ( Ped ped )  //0x74E559B3BC910685

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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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