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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_PICK_UP_WEAPON ( Ped ped, Any p1 )  //0x55B0ECFD98596624

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  2. BOOL IS_PED_GETTING_UP ( Ped ped )  //0x2A74E1D5F2F00EEC

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  3. void TASK_ANIMAL_WRITHE ( Ped ped, Any p1, Any p2 )  //0x8C038A39C4A4B6D6

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  4. void _TASK_ANIMAL_BLEED_OUT ( Ped ped, Ped killer, BOOL p2, Hash weaponHash, int p4, int p5 )  //0x30A768C30D385EC5

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  5. BOOL IS_PED_IN_WRITHE ( Ped ped )  //0xDEB6D52126E7D640

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  6. Any _0x3F8387DB1B9F31B7 ( Any p0, Any p1 )  //0x3F8387DB1B9F31B7

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  7. Any _0x756C7B4C43DF0422 ( Any p0 )  //0x756C7B4C43DF0422

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  8. Any _0x351F74ED6177EBE7 ()  //0x351F74ED6177EBE7

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  9. Any _0x6C50B9DCCCA70023 ( Any p0 )  //0x6C50B9DCCCA70023

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  10. void TASK_REVIVE_TARGET ( Ped ped, Ped reviver, Hash tool )  //0x356088527D9EBAAD

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  11. void OPEN_PATROL_ROUTE ( const char* patrolRoute )  //0xA36BFB5EE89F3D82

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  12. void CLOSE_PATROL_ROUTE ()  //0xB043ECA801B8CBC1

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  13. void ADD_PATROL_ROUTE_NODE ( Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7, Any p8, Any p9 )  //0x8EDF950167586B7C

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  14. void ADD_PATROL_ROUTE_LINK ( Any p0, Any p1 )  //0x23083260DEC3A551

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  15. void CREATE_PATROL_ROUTE ()  //0xAF8A443CCC8018DC

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  16. void DELETE_PATROL_ROUTE ( const char* patrolRoute )  //0x7767DD9D65E91319

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  17. Any _0x643FD1556F621772 ( Any p0, Any p1, Any p2 )  //0x643FD1556F621772

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  18. void TASK_PATROL ( Ped ped, const char* patrolRoute, Any p2, BOOL p3, BOOL p4 )  //0xBDA5DF49D080FE4E

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  19. void _TASK_PATROL_2 ( Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7 )  //0x964B06C88E4C86DB

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  20. void TASK_STAY_IN_COVER ( Ped ped )  //0xE5DA8615A6180789

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  21. void TASK_VEHICLE_SHOOT_AT_PED ( Ped ped, Ped target, float p2 )  //0x10AB107B887214D8

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  22. void TASK_VEHICLE_AIM_AT_PED ( Ped ped, Ped target )  //0xE41885592B08B097

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  23. void TASK_VEHICLE_SHOOT_AT_COORD ( Ped ped, float x, float y, float z, float p4 )  //0x5190796ED39C9B6D

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  24. void _0xAF2EF28CE3084505 ( Any p0, Any p1, Any p2, Any p3 )  //0xAF2EF28CE3084505

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  25. void TASK_VEHICLE_AIM_AT_COORD ( Ped ped, float x, float y, float z )  //0x447C1E9EF844BC0F

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  26. void TASK_VEHICLE_GOTO_NAVMESH ( Ped ped, Vehicle vehicle, float x, float y, float z, float speed, int behaviorFlag, float stoppingRange )  //0x195AEEB13CEFE2EE

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  27. void TASK_GO_TO_COORD_WHILE_AIMING_AT_COORD ( Ped ped, Any p1, Any p10, Any p11, Any p12, Any p13, Any p14, Any p15, Any p2, Any p3 )  //0x11315AB3385B8AC0

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  28. void TASK_GO_TO_COORD_WHILE_AIMING_AT_COORD_USING_COMBAT_STYLE ( Ped ped, Any p1, Any p10, Any p11, Any p12, Any p13, Any p14, Any p15, Any p2, Any p3 )  //0x639C0425A0B4E77E

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  29. void TASK_GO_TO_COORD_WHILE_AIMING_AT_ENTITY ( Ped ped, Any p1, Any p10, Any p11, Any p12, Any p13, Any p14, Any p2, Any p3, Any p4 )  //0xB2A16444EAD9AE47

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  30. void TASK_GO_TO_COORD_WHILE_AIMING_AT_ENTITY_USING_COMBAT_STYLE ( Ped ped, Any p1, Any p10, Any p11, Any p12, Any p13, Any p14, Any p2, Any p3, Any p4 )  //0x78426D0982D083C9

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  31. void TASK_GO_TO_ENTITY_WHILE_AIMING_AT_ENTITY ( Ped ped, Any p1, Any p10, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7, Any p8 )  //0x97465886D35210E9

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  32. void TASK_GO_TO_ENTITY_WHILE_AIMING_AT_ENTITY_USING_COMBAT_STYLE ( Ped ped, Any p1, Any p10, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7, Any p8 )  //0xCEF0117C233026AD

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  33. void TASK_GO_TO_COORD_AND_AIM_AT_HATED_ENTITIES_NEAR_COORD ( Ped ped, float goToLocationX, float noRoadsDistance, BOOL unkTrue, int unkFlag, int aimingFlag, Hash firingPattern, float goToLocationY, float goToLocationZ, float focusLocationX )  //0xA55547801EB331FC

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  34. void TASK_GO_TO_COORD_AND_AIM_AT_HATED_ENTITIES_NEAR_COORD_USING_COMBAT_STYLE ( Ped ped, Any p1, Any p10, Any p11, Any p12, Any p13, Any p14, Any p2, Any p3, Any p4 )  //0x87BD711FC31EA273

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  35. void SET_HIGH_FALL_TASK ( Ped ped, int p1, int p2, int p3 )  //0x8C825BDC7741D37C

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  36. void _0x5217B7B6DB78E1F3 ( Any p0, Any p1, Any p2, Any p3, Any p4 )  //0x5217B7B6DB78E1F3

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  37. void REQUEST_WAYPOINT_RECORDING ( const char* waypointRecording )  //0x9EEFB62EB27B5792

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

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  39. void REMOVE_WAYPOINT_RECORDING ( const char* waypointRecording )  //0xFF1B8B4AA1C25DC8

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  40. void _0xF718931A82EEB898 ()  //0xF718931A82EEB898

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  41. BOOL WAYPOINT_RECORDING_GET_NUM_POINTS ( const char* waypointRecording, int* points )  //0x5343532C01A07234

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  42. BOOL WAYPOINT_RECORDING_GET_COORD ( const char* waypointRecording, int point, Vector3* coord )  //0x2FB897405C90B361

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  43. float WAYPOINT_RECORDING_GET_SPEED_AT_POINT ( const char* waypointRecording, int point )  //0x005622AEBC33ACA9

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  44. BOOL WAYPOINT_RECORDING_GET_CLOSEST_WAYPOINT ( const char* waypointRecording, float x, float y, float z, int* point )  //0xB629A298081F876F

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  45. void TASK_FOLLOW_WAYPOINT_RECORDING_ADVANCED ( Ped ped, Any p1 )  //0x0CFC13EBC19BCA52

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  46. void TASK_FOLLOW_WAYPOINT_RECORDING ( Ped ped, const char* waypointRecording, int p2, int flag, int p4, BOOL p5, Any p6, int p7 )  //0x0759591819534F7B

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  47. void TASK_FOLLOW_WAYPOINT_RECORDING_AT_OFFSET ( Ped ped, const char* waypointRecording, float p2, int p3, int p4, int p5, BOOL p6 )  //0xBE9B0520BD7C445B

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  48. void TASK_FOLLOW_ENTITY_ALONG_WAYPOINT_RECORDING_AT_OFFSET ( Ped ped0, Ped ped1, const char* waypointRecording, float p3, float p4, int p5, int p6, int p7, BOOL p8 )  //0x4D2B787BAE9AB760

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  49. BOOL IS_WAYPOINT_PLAYBACK_GOING_ON_FOR_PED ( Ped ped, const char* waypointRecording )  //0xE03B3F2D3DC59B64

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

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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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