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 _0x4A7D73989F52EB37 ( Any p0, Any p1 )  //0x4A7D73989F52EB37

    • 0
    • 179
    • 1207
  2. void _0xB79817DB31FF72B9 ( Any p0, Any p1 )  //0xB79817DB31FF72B9

    • 0
    • 182
    • 1207
  3. void _0x65D281985F2BDFC2 ( Any p0, Any p1 )  //0x65D281985F2BDFC2

    • 0
    • 186
    • 1207
  4. void _0x885D19AC2B6FBFF4 ( Any p0, Any p1 )  //0x885D19AC2B6FBFF4

    • 0
    • 194
    • 1207
  5. void _0x2064B33F6E6B92D4 ( Any p0, Any p1, Any p2, Any p3 )  //0x2064B33F6E6B92D4

    • 0
    • 195
    • 1207
  6. void _0xCE4E669400E5F8AA ( Any p0, Any p1, Any p2, Any p3 )  //0xCE4E669400E5F8AA

    • 0
    • 202
    • 1207
  7. void _0x2EB977293923C723 ( Any p0, Any p1 )  //0x2EB977293923C723

    • 0
    • 171
    • 1207
  8. void _0xE9225354FB7437A7 ( Any p0, Any p1 )  //0xE9225354FB7437A7

    • 0
    • 173
    • 1207
  9. void _0x764DB5A48390FBAD ( Any p0, Any p1 )  //0x764DB5A48390FBAD

    • 0
    • 160
    • 1207
  10. void _0x8F8C84363810691A ( Any p0, Any p1 )  //0x8F8C84363810691A

    • 0
    • 180
    • 1207
  11. void _0xFF8AFCA532B500D4 ( Any p0, Any p1 )  //0xFF8AFCA532B500D4

    • 0
    • 183
    • 1207
  12. Any _0xFE5D28B9B7837CC1 ( Any p0, Any p1, Any p2, Any p3 )  //0xFE5D28B9B7837CC1

    • 0
    • 196
    • 1207
  13. void _0x2B8AF29A78024BD3 ( Any p0 )  //0x2B8AF29A78024BD3

    • 0
    • 190
    • 1207
  14. Any _0x0365000D8BF86531 ( Any p0 )  //0x0365000D8BF86531

    • 0
    • 173
    • 1207
  15. Vector3 _0x865732725536EE39 ( Any p0 )  //0x865732725536EE39

    • 0
    • 213
    • 1207
  16. void _0x0E184495B27BB57D ()  //0x0E184495B27BB57D

    • 0
    • 187
    • 1207
  17. BOOL DOES_SCENARIO_GROUP_EXIST ( const char* scenarioGroup )  //0xF9034C136C9E00D3

    • 0
    • 240
    • 1207
  18. BOOL _DOES_SCENARIO_GROUP_EXIST_HASH ( Hash scenarioGroup )  //0x76E98B52369A289C

    • 0
    • 172
    • 1207
  19. BOOL IS_SCENARIO_GROUP_ENABLED ( const char* scenarioGroup )  //0x367A09DED4E05B99

    • 0
    • 180
    • 1207
  20. BOOL _IS_SCENARIO_GROUP_ENABLED_HASH ( Hash scenarioGroup )  //0xDCC374913DE6AAA6

    • 0
    • 247
    • 1207
  21. void SET_SCENARIO_GROUP_ENABLED ( const char* scenarioGroup, BOOL toggle )  //0x02C8E5B49848664E

    • 0
    • 243
    • 1207
  22. void _SET_SCENARIO_GROUP_ENABLED_HASH ( Hash scenarioGroup, BOOL toggle )  //0x9925EDDB6EAB88CD

    • 0
    • 256
    • 1207
  23. void RESET_SCENARIO_GROUPS_ENABLED ()  //0xDD902D0349AFAD3A

    • 0
    • 232
    • 1207
  24. void _0x358A1A751B335A11 ( Any p0 )  //0x358A1A751B335A11

    • 0
    • 170
    • 1207
  25. void FORCE_SCENARIO_GROUP_PRIORITY ( Any p0, Any p1 )  //0x444C910A5058E568

    • 0
    • 185
    • 1207
  26. Any _0xE55478C5EDF70AC2 ( Any p0 )  //0xE55478C5EDF70AC2

    • 0
    • 175
    • 1207
  27. BOOL _IS_SCENARIO_POINT_ACTIVE ( int scenario )  //0x0CC36D4156006509

    • 0
    • 176
    • 1207
  28. void _SET_SCENARIO_POINT_ACTIVE ( int scenario, BOOL active )  //0xEEE4829304F93EEE

    • 0
    • 198
    • 1207
  29. void _RESET_SCENARIO_SCRIPT ( int scenario )  //0x5A40040BB5AE3EA2

    • 0
    • 173
    • 1207
  30. BOOL IS_SCENARIO_TYPE_ENABLED ( const char* scenarioType )  //0x3A815DB3EA088722

    • 0
    • 184
    • 1207
  31. void SET_SCENARIO_TYPE_ENABLED ( const char* scenarioType, BOOL toggle )  //0xEB47EC4E34FB7EE1

    • 0
    • 199
    • 1207
  32. void _SET_SCENARIO_TYPE_ENABLED_HASH ( Hash scenarioType, BOOL toggle )  //0xD00E50E673802D71

    • 0
    • 183
    • 1207
  33. void RESET_SCENARIO_TYPES_ENABLED ()  //0x0D40EE2A7F2B2D6D

    • 0
    • 189
    • 1207
  34. int _GET_SCENARIO_POINT_TYPE_PED_IS_USING ( Ped ped )  //0x2D0571BB55879DA2

    • 0
    • 185
    • 1207
  35. Hash _GET_SCENARIO_POINT_TYPE ( int scenario )  //0xA92450B5AE687AAF

    • 0
    • 196
    • 1207
  36. BOOL IS_PED_ACTIVE_IN_SCENARIO ( Ped ped, int scenario )  //0xAA135F9482C82CC3

    • 0
    • 204
    • 1207
  37. BOOL IS_PED_EXITING_SCENARIO ( Ped ped, BOOL p1 )  //0x0C3CB2E600C8977D

    • 0
    • 185
    • 1207
  38. Any _0x2C497BDEF897C6DF ( Any p0 )  //0x2C497BDEF897C6DF

    • 0
    • 203
    • 1207
  39. void TASK_COMBAT_HATED_TARGETS_IN_AREA ( Ped ped, float x, float y, float z, float radius, int flags, Any p6 )  //0x4CF5F55DAC3280A0

    • 0
    • 267
    • 1207
  40. void TASK_COMBAT_HATED_TARGETS_NO_LOS_TEST ( Ped ped, float radius )  //0xB5BC69D9C4060BC3

    • 0
    • 185
    • 1207
  41. void TASK_COMBAT_HATED_TARGETS_AROUND_PED ( Ped ped, float radius, int flags, Any p3 )  //0x7BF835BB9E2698C8

    • 0
    • 277
    • 1207
  42. void TASK_COMBAT_HATED_TARGETS_AROUND_PED_TIMED ( Ped ped, float radius, float p2, Any p3 )  //0x2BBA30B854534A0C

    • 0
    • 260
    • 1207
  43. void TASK_COMBAT_HATED_TARGETS ( Ped ped, float radius )  //0x8182B561A29BD597

    • 0
    • 264
    • 1207
  44. void _0x30B391915538EBE2 ( Any p0 )  //0x30B391915538EBE2

    • 0
    • 175
    • 1207
  45. void TASK_THROW_PROJECTILE ( Ped ped, Any p1, Any p2, Any p3 )  //0x7285951DBF6B5A51

    • 0
    • 248
    • 1207
  46. void _TASK_THROW_PROJECTILE_2 ( Any p0, Any p1, Any p2, Any p3 )  //0x7282356DFF6B5A51

    • 0
    • 199
    • 1207
  47. void TASK_WHISTLE_ANIM ( Ped ped, Any p1, Hash p2 )  //0xD6401A1B2F63BED6

    • 1
    • 676
    • 1207
  48. void TASK_SWAP_WEAPON ( Ped ped, Any p1, Any p2, Any p3, Any p4 )  //0xA21C51255B205245

    • 0
    • 422
    • 1207
  49. void _0x0000A8ACDC2E1B6A ( Any p0, Any p1 )  //0x0000A8ACDC2E1B6A

    • 0
    • 179
    • 1207
  50. void TASK_RELOAD_WEAPON ( Ped ped, BOOL unused )  //0x62D2916F56B9CD2D

    • 0
    • 288
    • 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...