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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 ADD_PATROL_ROUTE_LINK ( Any p0, Any p1 )  //0x23083260DEC3A551

  2. void _0x22CDBF317C40A122 ( Ped ped )  //0x22CDBF317C40A122

  3. Any _0x22CD2C33ED4467A1 ( Any p0 )  //0x22CD2C33ED4467A1

  4. void TASK_SMART_FLEE_PED ( Ped ped, Ped fleeFromTarget, float fleeDistance, int fleeTime, int fleeType, float fleeSpeed, Ped targetPed )  //0x22B0D0E37CCB840D

  5. void TASK_ANIMAL_UNALERTED ( Ped ped, Any p1, Any p2, Any p3, Any p4 )  //0x21FDF9A25CFE1CE5

  6. void _0x216343750545A486 ( Any p0, Any p1, Any p2 )  //0x216343750545A486

  7. void WAYPOINT_PLAYBACK_START_AIMING_AT_PED ( Any p0, Any p1, Any p2, Any p3 )  //0x20E330937C399D29

  8. void _0x2064B33F6E6B92D4 ( Any p0, Any p1, Any p2, Any p3 )  //0x2064B33F6E6B92D4

  9. void _SET_SCENARIO_POINT_COORDS ( int scenario, float xPos, float yPos, float zPos, BOOL p4 )  //0x2056AB38DF06825C

  10. void _TASK_GUARD_ASSIGNED_DEFENSIVE_AREA_2 ( Ped ped, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7 )  //0x1FC9B33976BACD6C

  11. Any _0x1F7A9A9C38C13A56 ( Any p0 )  //0x1F7A9A9C38C13A56

  12. void _0x1F298C7BD30D1240 ( Ped ped )  //0x1F298C7BD30D1240

  13. void _0x1ECF56C040FD839C ( Any p0, Any p1 )  //0x1ECF56C040FD839C

  14. void SET_PED_DESIRED_MOVE_BLEND_RATIO ( Ped ped, float p1 )  //0x1E982AC8716912C5

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

  16. void TASK_TURN_PED_TO_FACE_COORD ( Ped ped, float x, float y, float z, int duration )  //0x1DDA930A0AC38571

  17. void TASK_GO_TO_COORD_ANY_MEANS_EXTRA_PARAMS ( Ped ped, float x, Any p10, Any p11, Any p12, float y, float z, float speed, Any p5, BOOL p6 )  //0x1DD45F9ECFDB1BC9

  18. void _0x1D125814EBC517EB ( Any p0, Any p1, Any p2, Any p3 )  //0x1D125814EBC517EB

  19. void TASK_PUT_PED_DIRECTLY_INTO_MELEE ( Ped ped, Ped meleeTarget, Hash meleeStyle, float p3, float animBlendRatio, BOOL p5, int p6 )  //0x1C6CD14A876FFE39

  20. BOOL SET_ENHANCED_BREAK_FREE ( Ped ped, BOOL p1, const char* p2 )  //0x1BF9D36A5EAFFBAE

  21. void TASK_FOLLOW_PAVEMENT_TO_COORD ( Ped ped, Any* args )  //0x1B1475414E70DD8E

  22. Any _0x1ACBC313966C21F3 ( int scenario )  //0x1ACBC313966C21F3

  23. Any _0x1AC5A8AB50CFAA33 ( Any p0 )  //0x1AC5A8AB50CFAA33

  24. void _0x1A7D63CB1B0BB223 ( Any p0 )  //0x1A7D63CB1B0BB223

  25. void _PED_FISHINGROD_HOOK_ENTITY ( Ped ped, Entity entity )  //0x1A52076D26E09004

  26. void _0x19BC99C678FBA139 ( Any p0, Any p1, Any p2 )  //0x19BC99C678FBA139

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

  28. BOOL _GET_PED_IS_IGNORING_DEAD_BODIES ( Ped ped )  //0x1948BBE561A2375A

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

  30. void TASK_FOLLOW_NAV_MESH_TO_COORD_ADVANCED ( Ped ped, float x, float p10, Entity entity, float unk, float y, float z, float speedMultiplier, int timeout, float stoppingRange )  //0x17F58B88D085DBAC

  31. void TASK_DUMP_CARRIABLE_FROM_PARENT ( Ped ped, Ped ped2, Entity entity )  //0x17CA98707B15926A

  32. void CLEAR_PED_SECONDARY_TASK ( Ped ped )  //0x176CECF6F920D707

  33. void TASK_SET_CROUCH_MOVEMENT ( Ped ped, BOOL p1, Any p2, BOOL p3 )  //0x17293C633C8AC019

  34. void _0x1632EB9386CDBE64 ( Any p0, Any p1 )  //0x1632EB9386CDBE64

  35. void TASK_FOLLOW_NAV_MESH_TO_COORD ( Ped ped, float x, float y, float z, float speedMultiplier, int timeout, float stoppingRange, int flags, float heading )  //0x15D3A79D4E44B913

  36. void TASK_BOAT_MISSION ( Ped pedDriver, Vehicle boat, float p10, Any p11, Any p2, Any p3, float x, float y, float z, Any p7 )  //0x15C86013127CE63F

  37. Any _0x152664AA3188B193 ( Any p0, Any p1, Any p2, Any p3, Any p4, Any p5 )  //0x152664AA3188B193

  38. void TASK_USE_RANDOM_SCENARIO_IN_GROUP ( Ped ped, Any p1, Any p2, Any p3, Any p4 )  //0x14747F4A5971DE4E

  39. void _0x141BC64C8D7C5529 ( Vehicle vehicle )  //0x141BC64C8D7C5529

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

  41. void TASK_MOVE_NETWORK_BY_NAME_WITH_INIT_PARAMS ( Ped ped, const char* p1, Any* data, float p3, BOOL p4, const char* animDict, int flags )  //0x139805C2A67C4795

  42. void _0x12990818C1D35886 ( Any p0, Any p1, Any p2 )  //0x12990818C1D35886

  43. void TASK_SCRIPTED_ANIMATION ( Ped ped, Any* args )  //0x126EF75F1E17ABE5

  44. void VEHICLE_WAYPOINT_PLAYBACK_OVERRIDE_SPEED ( Vehicle vehicle, float speed )  //0x121F0593E0A431D7

  45. BOOL _IS_HAT_BEING_PICKED_UP ( Object hatObject )  //0x11CD066F54DA0133

  46. Any _0x11C7CE1AE38911B5 ( Any p0 )  //0x11C7CE1AE38911B5

  47. 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

  48. void _0x10C44F633E2D6D9E ( Any p0 )  //0x10C44F633E2D6D9E

  49. Any _0x10ADFDF07B7DFFBA ( Any p0, Any p1, Any p2 )  //0x10ADFDF07B7DFFBA

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

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