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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 REMOVE_COVER_POINT ( ScrHandle coverpoint )  //0xAE287C923D891715

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  2. void TASK_SET_BLOCKING_OF_NON_TEMPORARY_EVENTS ( Ped ped, BOOL toggle )  //0x90D2156198831D69

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  3. void TASK_SET_STEALTH_MOVEMENT ( Ped ped, BOOL p1, Any p2, BOOL p3 )  //0x4C3FA937B44A90FA

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  4. void TASK_SET_CROUCH_MOVEMENT ( Ped ped, BOOL p1, Any p2, BOOL p3 )  //0x17293C633C8AC019

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  5. void TASK_FORCE_MOTION_STATE ( Ped ped, Hash motionStateHash, BOOL p2 )  //0x4F056E1AFFEF17AB

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  6. void _0x50AA09A0DA64E73C ( Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6 )  //0x50AA09A0DA64E73C

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  7. void TASK_MOVE_NETWORK_BY_NAME ( Ped ped, const char* task, float multiplier, BOOL p3, const char* animDict, int flags )  //0x2D537BA194896636

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  8. void _0xE5831AA1E2FD147C ( Any p0 )  //0xE5831AA1E2FD147C

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  9. void TASK_MOVE_NETWORK_BY_NAME_WITH_INIT_PARAMS ( Ped ped, const char* p1, Any* data, float p3, BOOL p4, const char* animDict, int flags )  //0x139805C2A67C4795

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  10. void TASK_COMBAT_PED ( Ped ped, Ped targetPed, int p2, int p3 )  //0xF166E48407BAC484

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  11. void TASK_MOVE_NETWORK_ADVANCED_BY_NAME_WITH_INIT_PARAMS ( Ped ped, Any p1, Any p10, Any p11, Any p12, Any p13, Any p14, Any p2, Any p3, Any p4 )  //0x7B6A04F98BBAFB2C

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

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  13. void TASK_MOVE_NETWORK_ADVANCED_BY_NAME_WITH_INIT_PARAMS_ATTACHED ( Ped ped, Any p1, Any p10, Any p11, Any p12, Any p13, Any p14, Any p15, Any p16, Any p17 )  //0xF92171093BCABED4

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  14. void _TASK_COMBAT_PED_3 ( Any p0, Any p1, Any p2, Any p3, Any p4, Any p5 )  //0xC624414FA748B9BA

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  15. void TASK_SEEK_COVER_FROM_POS ( Ped ped, float x, float y, float z, Any p4, Any p5, Any p6, Any p7 )  //0x75AC2B60386D89F2

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  16. void TASK_SEEK_COVER_FROM_PED ( Ped ped, Any p1, Any p2, Any p3, Any p4, Any p5 )  //0x84D32B3BEC531324

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  17. void TASK_SEEK_COVER_TO_COVER_POINT ( Ped ped, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7, Any p8 )  //0xD43D95C7A869447F

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  18. void REQUEST_TASK_MOVE_NETWORK_STATE_TRANSITION ( Ped ped, const char* name )  //0xD01015C7316AE176

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  19. void TASK_SEEK_COVER_TO_COORDS ( Ped ped, Any p1, Any p10, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7, Any p8 )  //0x39246A6958EF072C

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  20. void TASK_PUT_PED_DIRECTLY_INTO_COVER ( Ped ped, float x, BOOL p10, BOOL p11, Any p12, float y, float z, int timeout, BOOL p5, float p6 )  //0x4172393E6BE1FECE

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  21. void _TASK_PUT_PED_DIRECTLY_INTO_COVER_FROM_POS ( Ped ped, float x, Any p10, Any p11, Any p12, Any p13, Any p14, Any p15, Any p16, Any p17 )  //0xDF8A5855B9F9A97B

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  22. void _0x615DC4A82E90BB48 ( Any p0, Any p1, Any p2 )  //0x615DC4A82E90BB48

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  23. void TASK_PUT_PED_DIRECTLY_INTO_MELEE ( Ped ped, Ped meleeTarget, Hash meleeStyle, float p3, float animBlendRatio, BOOL p5, int p6 )  //0x1C6CD14A876FFE39

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  24. void SET_TASK_MOVE_NETWORK_SIGNAL_FLOAT ( Ped ped, const char* signalName, float value )  //0xD5BB4025AE449A4E

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  25. 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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  26. void _0x099D4A855D53B03B ( Any p0, Any p1, Any p2 )  //0x099D4A855D53B03B

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  27. void TASK_COMPANION_AMBIENT ( Ped ped, Any p1 )  //0xE017CF6E2527FE4F

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  28. void SET_TASK_MOVE_NETWORK_SIGNAL_BOOL ( Ped ped, const char* signalName, BOOL value )  //0xB0A6CFD2C69C1088

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  29. void _0x098036CAB8373D36 ( Any p0 )  //0x098036CAB8373D36

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  30. void _SET_TASK_MOVE_NETWORK_SIGNAL_VECTOR ( Ped ped, const char* signalName, float x, float y, float z )  //0x4662BFE01938D98D

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  31. void _0x10C44F633E2D6D9E ( Any p0 )  //0x10C44F633E2D6D9E

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

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

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

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

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  36. void _0xEAF87DA2BE78A15B ( Any p0, Any p1 )  //0xEAF87DA2BE78A15B

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  37. 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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  38. void _0x3BBEECC5B8F35318 ( Any p0, Any p1 )  //0x3BBEECC5B8F35318

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  39. 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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  40. void TASK_PAUSE ( Ped ped, int ms )  //0xE73A266DB0CA9042

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

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  42. void TASK_STAND_STILL ( Ped ped, int time )  //0x919BE13EED931959

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

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  44. void TASK_JUMP ( Ped ped, BOOL unused )  //0x0AE4086104E067B1

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

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  46. void _TASK_JUMP_2 ( Ped ped, float x, float y, float z, Entity entity )  //0x91083103137D7254

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  47. 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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  48. void TASK_COWER ( Ped ped, int duration, Ped pedToCowerFrom, const char* p3 )  //0x3EB1FE9E8E908E15

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

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  50. void TASK_HANDS_UP ( Ped ped, int duration, Ped facingPed, int p3, BOOL p4 )  //0xF2EAB31979A7F910

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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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