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RDR2 NativeDB

Browse our wiki-style database of native functions in Red Dead Redemption II.

Search 7149 native functions



  1. void _0x4BA972D0E5AD8122 ( Any p0, Any p1 )  //0x4BA972D0E5AD8122

  2. void TASK_AMBIENT_ANIMAL_HUNT ( Ped ped, Any p1, Any p2 )  //0x4B39D8F9D0FE7749

  3. void WAYPOINT_PLAYBACK_START_SHOOTING_AT_ENTITY ( Any p0, Any p1, Any p2, Any p3, Any p4 )  //0x4AF458F71C1196D2

  4. void TASK_AIM_AT_COORD ( Ped ped, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6 )  //0x4AF1D73861212F52

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

  6. void _0x4A7D73989F52EB37 ( Any p0, Any p1 )  //0x4A7D73989F52EB37

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

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

  9. void TASK_DISMOUNT_ANIMAL ( Ped rider, int taskFlag, Any p2, Any p3, Any p4, Ped targetPed )  //0x48E92D3DDE23C23A

  10. 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

  11. BOOL TASK_MELEE ( Ped ped, Ped targetPed, Hash p2, Any p3, Any p4, float p5, Any p6, float p7 )  //0x482C99D0B38D1B0A

  12. void TASK_VEHICLE_DRIVE_WANDER ( Ped ped, Vehicle vehicle, float speed, int drivingStyle )  //0x480142959D337D00

  13. void WAYPOINT_PLAYBACK_STOP_AIMING_OR_SHOOTING ( Any p0 )  //0x47EFA040EBB8E2EA

  14. int TASK_SHOOT_AT_COORD ( Ped ped, float x, float y, float z, int duration, Hash firingPattern, Any p6 )  //0x46A6CC01E0826106

  15. float _GET_HOGTIE_ESCAPE_TIMER ( Ped ped )  //0x4687E69D258BBE41

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

  17. 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

  18. void TASK_SHOCKING_EVENT_REACT ( Ped ped, Any p1, Any p2 )  //0x452419CBD838065B

  19. void _0x450080DDEDB91258 ( Any p0, Any p1 )  //0x450080DDEDB91258

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

  21. void SET_PED_PATH_AVOID_FIRE ( Ped ped, BOOL avoidFire )  //0x4455517B28441E60

  22. void FORCE_SCENARIO_GROUP_PRIORITY ( Any p0, Any p1 )  //0x444C910A5058E568

  23. void TASK_PERSISTENT_CHARACTER ( Ped ped )  //0x4391700CBD89C3D8

  24. void _0x42CFD8FD8CC8DC69 ( Any p0, Any p1 )  //0x42CFD8FD8CC8DC69

  25. TASK_KNOCKED_OUT_AND_HOGTIED ( Ped ped, float duration, BOOL isPermanent )  //0x42AC6401ABB8C7E5

  26. void _0x41D1331AFAD5A091 ( Ped ped, int p1, Any p2 )  //0x41D1331AFAD5A091

  27. void TASK_GOTO_ENTITY_OFFSET_XYZ_AIMING ( Ped ped, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7, Any p8, Any p9 )  //0x41B0832CA96B5351

  28. 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

  29. int GET_VEHICLE_WAYPOINT_TARGET_POINT ( Vehicle vehicle )  //0x416B62AC8B9E5BBD

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

  31. void _0x41323F4E0C4AE94B ( Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6 )  //0x41323F4E0C4AE94B

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

  33. void _0x3FFCD7BBA074CC80 ( Ped ped, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7, Any p8 )  //0x3FFCD7BBA074CC80

  34. Any _0x3FEB770D8ED9047A ( Any p0 )  //0x3FEB770D8ED9047A

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

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

  37. Any GET_VEHICLE_WAYPOINT_PLAYBACK_OVERRIDE_SPEED ( Any p0 )  //0x3DC971EB22F73447

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

  39. void SET_PED_PATH_FOLIAGE_COST_MODIFIER ( Ped ped, float modifier )  //0x3AD8EFF9703BE657

  40. float _0x3ACC128510142B9D ( const char* waypointRecording, float x, float y, float z )  //0x3ACC128510142B9D

  41. BOOL IS_SCENARIO_TYPE_ENABLED ( const char* scenarioType )  //0x3A815DB3EA088722

  42. BOOL TASK_CONFRONT ( Ped ped, Ped targetPed, int p2 )  //0x3A2A2071DF5CC569

  43. void CLOSE_SEQUENCE_TASK ( int taskSequenceId )  //0x39E72BC99E6360CB

  44. 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

  45. void ADD_FLEE_TARGET_PED ( Ped ped, Ped targetPed, float p2 )  //0x3923EC958249657D

  46. void _TASK_VEHICLE_DRIVE_TO_DESTINATION_2 ( Vehicle vehicle, float x, float y, float z, float speed, int p5, int p6, float p7, float p8 )  //0x391073B9D3CCE2BA

  47. void TASK_FLEE_COORD_VIA ( Any p0, Any p1, Any p10, Any p11, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7 )  //0x390E0B697D25EAF5

  48. void SET_PED_PATH_PREFER_TO_AVOID_WATER ( Ped ped, BOOL avoidWater, float p2 )  //0x38FE1EC73743793C

  49. void CLEAR_SEQUENCE_TASK ( int* taskSequenceId )  //0x3841422E9C488D8C

  50. void TASK_RIDE_TRAIN ( Ped ped, Vehicle train, int scenarioPoint, Hash scenarioHash )  //0x37FB1C870E2EC2C6

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