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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_GO_TO_COORD_ANY_MEANS ( Ped ped, float x, float y, float z, float speed, Entity entity, BOOL p6, int walkingStyle, float p8 )  //0x5BC448CB78FA3E88

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  2. Ped _GET_PED_USING_SCENARIO_POINT ( int scenario )  //0x5BA659955369B0E2

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  3. void _0x5B68D0007D9C92EB ( Any p0, Any p1 )  //0x5B68D0007D9C92EB

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  4. int _CREATE_HERB_COMPOSITES ( Hash asset, float x, float y, float z, float heading, int groundSetting, Any* p6, int p7 )  //0x5B4BBE80AD5972DC

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  5. void _SET_SCENARIO_POINT_FLAG ( int scenario, int flag, BOOL value )  //0x5AF19B6CC2115D34

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  6. void TASK_TURN_PED_TO_FACE_ENTITY ( Ped ped, Entity targetEntity, int duration, float p3, float p4, float p5 )  //0x5AD23D40115353AC

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  7. void TASK_PERFORM_SEQUENCE ( Ped ped, int taskSequenceId )  //0x5ABA3986D90D8A3B

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  8. 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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  9. void _RESET_SCENARIO_SCRIPT ( int scenario )  //0x5A40040BB5AE3EA2

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  10. void USE_WAYPOINT_RECORDING_AS_ASSISTED_MOVEMENT_ROUTE ( const char* waypointRecording, BOOL p1, float p2, float p3, BOOL p4 )  //0x5A353B8E6B1095B5

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  11. void _0x59AEA4DC640814B9 ( Any p0, Any p1 )  //0x59AEA4DC640814B9

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  12. Any _0x59AE5CA4FFB4E378 ( Any p0, Any p1 )  //0x59AE5CA4FFB4E378

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  13. Any _0x59872EA4CBD11C56 ( Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7, Any p8 )  //0x59872EA4CBD11C56

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  14. Any _0x5952DFA38FA529FE ()  //0x5952DFA38FA529FE

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

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  16. void TASK_USE_NEAREST_SCENARIO_TO_COORD_WARP ( Ped ped, float x, float y, float z, float distance, int duration, BOOL p6, BOOL p7, BOOL p8, BOOL p9 )  //0x58E2E0F23F6B76C3

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  17. void SET_SEQUENCE_TO_REPEAT ( int taskSequenceId, BOOL repeat )  //0x58C70CF3A41E4AE7

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  18. void TASK_FLEE_COORD ( Ped ped, float x, float y, float z, int fleeStyle, int p5, float p6, int duration, int p8 )  //0x58428248BF4B64E4

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  19. BOOL _0x583AE9AF9CEE0958 ( Vehicle vehicle, float x, float y, float z )  //0x583AE9AF9CEE0958

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  20. void TASK_FLEE_PED_VIA ( Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7, Any p8, Any p9 )  //0x5802E0F910E4CF1D

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  21. BOOL IS_PED_SPRINTING ( Ped ped )  //0x57E457CD2C0FC168

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

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  23. void _TASK_VEHICLE_FLEE_ON_CLEANUP ( Vehicle vehicle, float p1, float p2, float p3, float speed, Hash type )  //0x55CD5FDDD4335C1E

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  24. void TASK_PICK_UP_WEAPON ( Ped ped, Any p1 )  //0x55B0ECFD98596624

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  25. BOOL IS_TEAM_CARRIABLE_ENTITY ( Any p0, Any p1 )  //0x559A6F8C5133B4EE

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  26. void SET_TEAM_CARRIABLE_ENTITY ( Any p0, Any p1, Any p2 )  //0x545BF19F86E80F11

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  27. void REACT_LOOK_AT_END ( Ped ped, int exitAnimation, BOOL p2 )  //0x541E5B41DCA45828

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

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

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  30. void TASK_WANDER_SWIM ( Ped ped, Any p1 )  //0x527EA3DB8BC7F03B

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

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

    • 2
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  33. void _0x5217B7B6DB78E1F3 ( Any p0, Any p1, Any p2, Any p3, Any p4 )  //0x5217B7B6DB78E1F3

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

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  35. void _0x517D01BF27B682D1 ( Ped ped, Entity entity, float p2, float p3, float p4, float p5, int p6 )  //0x517D01BF27B682D1

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

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  37. Any _0x508F5053E3F6F0C4 ( Any p0, Any p1, Any p2, Any p3, Any p4 )  //0x508F5053E3F6F0C4

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  38. void TASK_LEAVE_ANY_VEHICLE ( Ped ped, int p1, int taskFlag )  //0x504D54DF3F6F2247

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

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  40. void _TASK_PERFORM_SEQUENCE_2 ( Any p0, Any p1, Any p2, Any p3 )  //0x4FC0AF869D6E309D

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  41. void _0x4F57397388E1DFF8 ()  //0x4F57397388E1DFF8

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  42. void WAYPOINT_PLAYBACK_START_AIMING_AT_ENTITY ( Any p0, Any p1, Any p2, Any p3 )  //0x4F158205E0C74385

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

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  44. BOOL _IS_HAT_BEING_PICKED_UP_2 ( Object hatObject )  //0x4ECCC2815CA79AE2

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  45. void _0x4E806A395D43A458 ( Any p0 )  //0x4E806A395D43A458

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  46. Any VEHICLE_WAYPOINT_PLAYBACK_GET_IS_PAUSED ( Any p0 )  //0x4D6D30AB18B0B089

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  47. 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

    • 0
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  48. void TASK_START_SCENARIO_AT_POSITION ( Ped ped, Hash scenarioHash, float p10, BOOL p11, float x, float y, float z, float heading, int duration, BOOL sittingScenario )  //0x4D1F61FC34AF3CD1

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

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

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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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