RDR2 NativeDB
Browse our wiki-style database of native functions in Red Dead Redemption II.
Namespaces
- BUILTIN
- AICOVERPOINT
- AITRANSPORT
- ANIMSCENE
- _NAMESPACE4
- ATTRIBUTE
- AUDIO
- BOUNTY
- BRAIN
- CAM
- CLOCK
- COLLECTION
- COMPANION
- COMPENDIUM
- CRASHLOG
- CREW
- DATABINDING
- DATAFILE
- DEBUG
- DECORATOR
- DLC
- ENTITY
- EVENT
- FIRE
- FLOCK
- GRAPHICS
- GANG
- GOOGLE_ANALYTICS
- HUD
- IK
- _NAMESPACE30
- INTERIOR
- INVENTORY
- ITEMDATABASE
- ITEMSET
- LAW
- LOCALIZATION
- MAP
- MINIGAME
- MISC
- MISSIONDATA
- MONEY
- NETSHOPPING
- NETWORK
- OBJECT
- PAD
- PATHFIND
- PED
- PERSCHAR
- PERSISTENCE
- PHYSICS
- PLAYER
- POPULATION
- POSSE
- PROPSET
- QUEUE
- RECORDING
- REPLAY
- SCRIPTS
- SAVE
- SHAPETEST
- SOCIALCLUB
- SOCIALCLUBFEED
- SPACTIONPROXY
- STATS
- STREAMING
- TASK
- TELEMETRY
- TXD
- UIAPPS
- UIDEBUG
- UIEVENTS
- UIFEED
- UILOG
- UIPINNING
- UITUTORIAL
- UISTATEMACHINE
- UISTICKYFEED
- UNLOCK
- VEHICLE
- VOICE
- VOLUME
- WATER
- WEAPON
- ZONE
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void _0x9ADDBB9242179D56 ( Object object, Ped ped ) //0x9ADDBB9242179D56
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void TASK_FLY_AWAY ( Ped ped, Any p1 ) //0xE86A537B5A3C297C
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void TASK_RIDE_TRAIN ( Ped ped, Vehicle train, int scenarioPoint, Hash scenarioHash ) //0x37FB1C870E2EC2C6
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BOOL _IS_HAT_BEING_PICKED_UP_2 ( Object hatObject ) //0x4ECCC2815CA79AE2
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void TASK_FLY_TO_COORD ( Ped ped, float speed, float x, float y, float z, Any p5, Any p6 ) //0xD6CFC2D59DA72042
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Any _0x79197F7D2BB5E73A ( Any p0, Any p1, Any p2, Any p3, Any p4, Any p5 ) //0x79197F7D2BB5E73A
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void _TASK_EQUIP_HAT ( Object hatObject, Ped ped ) //0xAA0AF6025160243A
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void TASK_FLYING_CIRCLE ( Ped ped, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6 ) //0x72997893BFB8ECCC
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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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BOOL SET_ENHANCED_BREAK_FREE ( Ped ped, BOOL p1, const char* p2 ) //0x1BF9D36A5EAFFBAE
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int TASK_WALK_AWAY ( Ped ped, Ped run from ) //0x04ACFAC71E6858F9
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BOOL DOES_SCENARIO_OF_TYPE_EXIST_IN_AREA_HASH ( float x, float y, float z, Hash typeHash, float radius, BOOL p5 ) //0x6EEAD6AF637DA752
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Any _0x6AFD84AEAA3EA538 ( Any p0 ) //0x6AFD84AEAA3EA538
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void TASK_SHOCKING_EVENT_REACT ( Ped ped, Any p1, Any p2 ) //0x452419CBD838065B
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int FIND_SCENARIO_OF_TYPE_HASH ( float xPos, float yPos, float zPos, Hash scenarioType, float distance, Any p5, BOOL p6 ) //0xF533D68FF970D190
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void _0xBD1C3C0F271C39D3 ( Any p0, Any p1 ) //0xBD1C3C0F271C39D3
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void TASK_REACT ( Ped ped, Entity reactingTo, float x, float y, float z, const char* reactionName, float p6, float p7, int p8 ) //0xC4C32C31920E1B70
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void _0x0D322AEF8878B8FE ( Any p0, Any p1 ) //0x0D322AEF8878B8FE
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void _0x1ECF56C040FD839C ( Any p0, Any p1 ) //0x1ECF56C040FD839C
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void TASK_WANDER_IN_AREA ( Ped ped, float x, float y, float z, float radius, float p5, float p6, int p7 ) //0xE054346CA3A0F315
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Any _0xD508FA229F1C4900 ( Any p0, Any p1, Any p2, Any p3, Any p4, Any p5 ) //0xD508FA229F1C4900
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void _0xF40A109B4B79A848 ( Any p0, Any p1, Any p2 ) //0xF40A109B4B79A848
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void TASK_WANDER_IN_VOLUME ( Ped ped, Volume volume, float p2, float p3, int p4 ) //0x9FDA168777B28424
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void _0xB8E213D02F37947D ( Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6 ) //0xB8E213D02F37947D
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BOOL _IS_PED_LEADING_HORSE ( Ped ped ) //0xEFC4303DDC6E60D3
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void TASK_WANDER_STANDARD ( Ped ped, float p1, int p2 ) //0xBB9CE077274F6A1B
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BOOL IS_SCENARIO_OCCUPIED ( float p0, float p1, float p2, float p3, BOOL p4 ) //0x788756D73AC2E07C
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Any _0xAC5045AB7F1A34FD ( Any p0 ) //0xAC5045AB7F1A34FD
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void TASK_WANDER_SWIM ( Ped ped, Any p1 ) //0x527EA3DB8BC7F03B
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BOOL PED_HAS_USE_SCENARIO_TASK ( Ped ped ) //0x295E3CCEC879CCD7
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Ped _GET_LED_HORSE_FROM_PED ( Ped ped ) //0xED1F514AF4732258
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void TASK_PLANT_BOMB ( Ped ped, float x, float y, float z, float heading ) //0x965FEC691D55E9BF
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BOOL _PED_IS_IN_SCENARIO_BASE ( Ped ped ) //0x02EBBB3989B7E695
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void TASK_TURN_TO_FACE_CLOSEST_PED ( Ped ped, float p1, float p2, int p3 ) //0x84179419DBDD36F2
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void TASK_HORSE_ACTION ( Ped ped, int action, Ped targetPed, Any p3 ) //0xA09CFD29100F06C3
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Any _0x90703A8F75EE4ABD ( Any p0, Any p1 ) //0x90703A8F75EE4ABD
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BOOL TASK_CONFRONT ( Ped ped, Ped targetPed, int p2 ) //0x3A2A2071DF5CC569
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void TASK_ANIMAL_INTERACTION ( Ped player, Ped targetPed, Hash interactionType, Hash interactionModel, BOOL skipIdleAnimationClip ) //0xCD181A959CFDD7F4
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void _0xD999E379265A4501 ( Any p0, Any p1, Any p2 ) //0xD999E379265A4501
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BOOL TASK_POLICE ( Ped ped, BOOL p1 ) //0x87BE56724650408E
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void TASK_COMBAT_ANIMAL_WARN ( Ped ped, Any p1, Any p2 ) //0xF960F3D57B660E96
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void PLAY_ANIM_ON_RUNNING_SCENARIO ( Ped ped, const char* animDict, const char* animName ) //0x748040460F8DF5DC
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BOOL TASK_MELEE ( Ped ped, Ped targetPed, Hash p2, Any p3, Any p4, float p5, Any p6, float p7 ) //0x482C99D0B38D1B0A
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void TASK_COMBAT_ANIMAL_CHARGE_PED ( Ped ped, Ped targetPed, BOOL p2, Any p3, Any p4, Any p5, Any p6 ) //0xEE3AA414CF99F368
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Any _0x74F0209674864CBD () //0x74F0209674864CBD
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BOOL TASK_GRAPPLE ( Ped attacker, Ped target, Hash p2, BOOL unk1, float speed, BOOL p5, Hash p6 ) //0x779A2FFACEFAEA7B
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void TASK_AMBIENT_ANIMAL_STALK ( Ped ped, Any p1, Any p2 ) //0x37C13863ABA1B4A3
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Any _0xE1C105E6BBA48270 () //0xE1C105E6BBA48270
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BOOL _TASK_INTIMIDATED ( Any p0, Any p1, Any p2, Any p3, Any p4 ) //0x648B75D44930D6BD
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void TASK_AMBIENT_ANIMAL_HUNT ( Ped ped, Any p1, Any p2 ) //0x4B39D8F9D0FE7749
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