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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 SCRIPT_TASK_CARRIABLE ( Entity entity, Hash carryConfig, Ped carrier, int carriableSlot, int flags )  //0xF0B4F759F35CC7F5

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

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

  4. void _0x9EBD34958AB6F824 ( Any p0 )  //0x9EBD34958AB6F824

  5. int TASK_FOLLOW_TO_OFFSET_OF_ENTITY ( Ped ped, Entity entity, BOOL walkOnly, BOOL p11, BOOL p12, BOOL p13, float offsetX, float offsetY, float offsetZ, float movementSpeed )  //0x304AE42E357B8C7E

  6. Any _0x370F57C47F68EBCA ( Any p0 )  //0x370F57C47F68EBCA

  7. BOOL GET_IS_CARRIABLE_ENTITY ( Entity entity )  //0x0CCFE72B43C9CF96

  8. void TASK_FOLLOW_TO_OFFSET_OF_COORD ( Ped ped, Any p1, Any p10, Any p11, Any p12, Any p13, Any p14, Any p2, Any p3, Any p4 )  //0x2E3676282C18A692

  9. float _GET_SCENARIO_POINT_HEADING ( int scenario, BOOL p1 )  //0xB93EA7184BAA85C3

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

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

  12. float _GET_SCENARIO_POINT_RADIUS ( int scenario )  //0x6718F40313A2B5A6

  13. void TASK_PLACE_CARRIED_ENTITY_AT_COORD ( Ped ped, Entity entity, float x, float y, float z, float p5, int flags )  //0xC7F0B43DCDC57E3D

  14. void TASK_GO_STRAIGHT_TO_COORD ( Ped ped, float x, float y, float z, float speed, int timeout, float p6, float p7, int p8 )  //0xD76B57B44F1E6F8B

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

  16. void TASK_PLACE_CARRIED_ENTITY_ON_MOUNT ( Ped ped, Entity entity, Ped mount, float p3 )  //0x6D3D87C57B3D52C7

  17. void TASK_GO_STRAIGHT_TO_COORD_RELATIVE_TO_ENTITY ( Ped ped, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7 )  //0x61E360B7E040D12E

  18. void _SET_SCENARIO_POINT_HEADING ( int scenario, float heading, BOOL p2 )  //0xD3A0DA8F91612C6E

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

  20. void TASK_MOVE_IN_TRAFFIC ( Ped ped, Any p1, Any p2, Any p3 )  //0x8AA1593AEC087A29

  21. void _SET_SCENARIO_POINT_RADIUS ( int scenario, float radius )  //0xC47D9080A9A8856A

  22. void _0x36D188AECB26094B ( Any p0 )  //0x36D188AECB26094B

  23. void TASK_MOVE_IN_TRAFFIC_TO_DESTINATION ( Ped ped, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7 )  //0xDCA3A13F7A45338B

  24. void _0xA7479FB665361EDB ( Any p0, Any p1 )  //0xA7479FB665361EDB

  25. void _0xE2CF104ADD49D4BF ( Any p0 )  //0xE2CF104ADD49D4BF

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

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

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

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

  30. int GET_SCENARIO_POINTS_IN_AREA ( float posX, float posY, float posZ, float radius, Any* scenariosInRadius, int size )  //0x345EC3B7EBDE1CB5

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

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

  33. Any _0xEFD875C2791EBEFD ( Any p0, Any p1, Any p2, Any p3 )  //0xEFD875C2791EBEFD

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

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

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

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

  38. void TASK_FLUSH_ROUTE ()  //0x841142A1376E9006

  39. Any _0xE7BBC4E56B989449 ( Any p0, Any p1, Any p2 )  //0xE7BBC4E56B989449

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

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

  42. int _GET_SCENARIO_POINT_PED_IS_USING ( Ped ped, BOOL p1 )  //0xDF7993356F52359A

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

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

  45. Any GET_RANSACK_SCENARIO_POINT_PED_IS_USING ( Ped ped )  //0xD04241BBF6D03A5E

  46. BOOL _REQUEST_HERB_COMPOSITE_ASSET ( Hash asset )  //0x73F0D0327BFA0812

  47. 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

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

  49. BOOL ARE_COMPOSITE_LOOTABLE_ENTITY_DEF_ASSETS_LOADED ( Hash asset )  //0x5E5D96BE25E9DF68

  50. 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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