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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 _0xE2CF104ADD49D4BF ( Any p0 )  //0xE2CF104ADD49D4BF

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  2. void TASK_MOVE_IN_TRAFFIC_AWAY_FROM_ENTITY ( Ped ped, Any p1, Any p2, Any p3, Any p4 )  //0x13DED0BC45600FE1

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  3. void _0xE69FDA40AAC3EFC0 ( Any p0, Any p1 )  //0xE69FDA40AAC3EFC0

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  4. void TASK_PICKUP_CARRIABLE_ENTITY ( Ped ped, Entity entity )  //0x502EC17B1BED4BFA

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  5. void _0xBAAB791AA72C2821 ( Any p0, Any p1 )  //0xBAAB791AA72C2821

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  6. void TASK_HOGTIE_TARGET_PED ( Ped ped, Ped targetPed )  //0x27829AFD3E03AC1A

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  7. void TASK_MOVE_FOLLOW_ROAD_USING_NAVMESH ( Ped ped, float moveBlendRatio, float x, float y, float z, Any p5 )  //0x79482C12482A860D

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  8. void _TASK_CUT_FREE_HOGTIED_TARGET_PED ( Ped ped, Ped targetPed )  //0x81D16C4FF3A77ADF

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  9. void TASK_ACHIEVE_HEADING ( Ped ped, float heading, int timeout )  //0x93B93A37987F1F3D

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  10. void _TASK_CUT_FREE_HOGTIED_TARGET_PED_2 ( Ped ped, Ped targetPed, float p2 )  //0x525421A507216084

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  11. void TASK_FLUSH_ROUTE ()  //0x841142A1376E9006

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  12. void _SET_HOGTIE_ESCAPE_TIMER ( Ped ped, float time )  //0xAB591AE6B48B913E

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  13. void TASK_EXTEND_ROUTE ( float x, float y, float z )  //0x1E7889778264843A

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  14. void TASK_FOLLOW_POINT_ROUTE ( Ped ped, Any p1, Any p2, Any p3, Any p4, Any p5 )  //0x0E14C5550DC3CD1D

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  15. void TASK_ENTER_ANIM_SCENE ( Ped ped, AnimScene animScene, const char* entityName, const char* playbackListName, float enterSpeed, BOOL bAutoStart, int flag, int p7, float p8 )  //0xC2329B0206426644

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  16. void _SET_SCENARIO_CONTAINER_OPENING_STATE ( Entity entity, BOOL open )  //0x188F8071F244B9B8

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  17. void TASK_MOVE_BE_IN_FORMATION ( Ped ped, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6 )  //0x4AA5AA97C65E4A2F

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  18. void TASK_GO_TO_ENTITY ( Ped ped, Entity target, int duration, float distance, float speed, float p5, int p6 )  //0x6A071245EB0D1882

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  19. void _DELETE_PATCH_OBJECTS_FROM_HERB_COMPOSITES ( int compositeId, BOOL p1 )  //0x5758B1EE0C3FD4AC

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  20. void TASK_FOLLOW_AND_CONVERSE_WITH_PED ( Ped ped, Ped targetPed, float p10, Any p2, Any p3, float p4, float p5, int p6, Any p7, Any p8 )  //0x489FFCCCE7392B55

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  21. void _0xA052608A12559BBB ( Any p0, Any p1 )  //0xA052608A12559BBB

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  22. void TASK_WANDER_AND_CONVERSE_WITH_PED ( Ped ped, Any p1, Any p2, Any p3 )  //0x8AC76D1408731732

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  23. void TASK_LOOT_ENTITY ( Ped ped, Entity entity )  //0x48FAE038401A2888

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  24. void TASK_LEAD_AND_CONVERSE ( Ped ped, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7, Any p8 )  //0xAA19711D33C6708C

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  25. void TASK_BREAK_VEHICLE_DOOR_LOCK ( Ped ped, Vehicle vehicle )  //0xBB28D1BC9EA8A6A5

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  26. void _0xDE0C8B145EA466FF ( Any p0, Any p1, Any p2, Any p3, Any p4, Any p5 )  //0xDE0C8B145EA466FF

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  27. void _RESET_SCENARIO_FOR_ENTITY ( int scenario, Entity entity )  //0x2E20878FD208A68E

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  28. void TASK_LOOT_NEAREST_ENTITY ( Ped ped, float x, float y, float z, int p4, float p5 )  //0xCF1501CBC4059412

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  29. void TASK_SEEK_CLEAR_LOS_TO_ENTITY ( Ped ped, Entity entity, float p2, float p3, float p4 )  //0x8D7F2A63688C20A4

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  30. void _0x4161648394262FDF ( Any p0, Any p1, Any p2, Any p3 )  //0x4161648394262FDF

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  31. void TASK_LASSO_PED ( Ped p0, Ped p1 )  //0xC716EB2BD16370A3

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  32. void TASK_GO_TO_WHISTLE ( Ped ped, Ped p1, int whistleType )  //0xBAD6545608CECA6E

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  33. void _0x9C8F42A5D1859DC1 ( Any p0 )  //0x9C8F42A5D1859DC1

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  34. void _DELETE_SCENARIO_POINT ( int scenario )  //0x81948DFE4F5A0283

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  35. void UNHOGTIE_PED ( Ped ped, int flags, Hash getupSetHash, const char* p3, const char* p4, float p5 )  //0x79559BAD83CCD038

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  36. void TASK_USE_SCENARIO_POINT ( Ped ped, int scenario, const char* conditionalAnim, int p3, BOOL p4, BOOL p5, Hash p6, BOOL p7, float p8, BOOL p9 )  //0xCCDAE6324B6A821C

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  37. void _0x722D6A49200174FE ( Any p0, Any p1, Any p2, Any p3, Any p4 )  //0x722D6A49200174FE

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  38. void _TASK_USE_SCENARIO_POINT_2 ( Ped ped, Ped ped2, Any p2, const char* p3, int p4, Hash p5, float p6, BOOL p7 )  //0x0F6641449DD86FBE

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  39. void _MAKE_OBJECT_CARRIABLE ( Object object )  //0x78B4567E18B54480

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  40. void TASK_STOP_LEADING_HORSE ( Ped ped )  //0xED27560703F37258

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  41. void _TASK_START_SCENARIO_IN_PLACE ( Ped ped, Hash scenarioHash, int duration, BOOL p3, BOOL p4, BOOL p5, float p6, BOOL p7 )  //0x524B54361229154F

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  42. void MAKE_OBJECT_NOT_CARRIABLE ( Object object )  //0x67BFCED22909834D

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  43. void _TASK_FLEE_FROM_COORD ( Any p0, Any p1, Any p10, Any p11, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7 )  //0x6879FF208ED87F2A

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  44. void _TASK_START_SCENARIO_IN_PLACE_2 ( Ped ped, Any p1, const char* p2, int p3, BOOL p4, float p5, BOOL p6 )  //0xA917E39F2CEFD215

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  45. void _0x8E1DDE26D270CC5E ( Any p0, Any p1 )  //0x8E1DDE26D270CC5E

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  46. Vector3 _0x865732725536EE39 ( Any p0 )  //0x865732725536EE39

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

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  48. Vector3 _0xE116F6F2DA2D777E ( Any p0 )  //0xE116F6F2DA2D777E

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  49. Vector3 _GET_SCENARIO_POINT_COORDS ( int scenario, BOOL p1 )  //0xA8452DD321607029

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  50. Vector3 _0x91CB5E431F579BA1 ( Any p0 )  //0x91CB5E431F579BA1

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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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