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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 _0x9ADDBB9242179D56 ( Object object, Ped ped )  //0x9ADDBB9242179D56

  2. void TASK_FLY_AWAY ( Ped ped, Any p1 )  //0xE86A537B5A3C297C

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

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

  5. void TASK_FLY_TO_COORD ( Ped ped, float speed, float x, float y, float z, Any p5, Any p6 )  //0xD6CFC2D59DA72042

  6. Any _0x79197F7D2BB5E73A ( Any p0, Any p1, Any p2, Any p3, Any p4, Any p5 )  //0x79197F7D2BB5E73A

  7. void _TASK_EQUIP_HAT ( Object hatObject, Ped ped )  //0xAA0AF6025160243A

  8. void TASK_FLYING_CIRCLE ( Ped ped, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6 )  //0x72997893BFB8ECCC

  9. BOOL DOES_SCENARIO_EXIST_IN_AREA ( float x, float y, float z, float radius, BOOL p4, Any p5, BOOL p6 )  //0x5A59271FFADD33C1

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

  11. int TASK_WALK_AWAY ( Ped ped, Ped run from )  //0x04ACFAC71E6858F9

  12. BOOL DOES_SCENARIO_OF_TYPE_EXIST_IN_AREA_HASH ( float x, float y, float z, Hash typeHash, float radius, BOOL p5 )  //0x6EEAD6AF637DA752

  13. Any _0x6AFD84AEAA3EA538 ( Any p0 )  //0x6AFD84AEAA3EA538

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

  15. int FIND_SCENARIO_OF_TYPE_HASH ( float xPos, float yPos, float zPos, Hash scenarioType, float distance, Any p5, BOOL p6 )  //0xF533D68FF970D190

  16. void _0xBD1C3C0F271C39D3 ( Any p0, Any p1 )  //0xBD1C3C0F271C39D3

  17. void TASK_REACT ( Ped ped, Entity reactingTo, float x, float y, float z, const char* reactionName, float p6, float p7, int p8 )  //0xC4C32C31920E1B70

  18. void _0x0D322AEF8878B8FE ( Any p0, Any p1 )  //0x0D322AEF8878B8FE

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

  20. void TASK_WANDER_IN_AREA ( Ped ped, float x, float y, float z, float radius, float p5, float p6, int p7 )  //0xE054346CA3A0F315

  21. Any _0xD508FA229F1C4900 ( Any p0, Any p1, Any p2, Any p3, Any p4, Any p5 )  //0xD508FA229F1C4900

  22. void _0xF40A109B4B79A848 ( Any p0, Any p1, Any p2 )  //0xF40A109B4B79A848

  23. void TASK_WANDER_IN_VOLUME ( Ped ped, Volume volume, float p2, float p3, int p4 )  //0x9FDA168777B28424

  24. void _0xB8E213D02F37947D ( Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6 )  //0xB8E213D02F37947D

  25. BOOL _IS_PED_LEADING_HORSE ( Ped ped )  //0xEFC4303DDC6E60D3

  26. void TASK_WANDER_STANDARD ( Ped ped, float p1, int p2 )  //0xBB9CE077274F6A1B

  27. BOOL IS_SCENARIO_OCCUPIED ( float p0, float p1, float p2, float p3, BOOL p4 )  //0x788756D73AC2E07C

  28. Any _0xAC5045AB7F1A34FD ( Any p0 )  //0xAC5045AB7F1A34FD

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

  30. BOOL PED_HAS_USE_SCENARIO_TASK ( Ped ped )  //0x295E3CCEC879CCD7

  31. Ped _GET_LED_HORSE_FROM_PED ( Ped ped )  //0xED1F514AF4732258

  32. void TASK_PLANT_BOMB ( Ped ped, float x, float y, float z, float heading )  //0x965FEC691D55E9BF

  33. BOOL _PED_IS_IN_SCENARIO_BASE ( Ped ped )  //0x02EBBB3989B7E695

  34. void TASK_TURN_TO_FACE_CLOSEST_PED ( Ped ped, float p1, float p2, int p3 )  //0x84179419DBDD36F2

  35. void TASK_HORSE_ACTION ( Ped ped, int action, Ped targetPed, Any p3 )  //0xA09CFD29100F06C3

  36. Any _0x90703A8F75EE4ABD ( Any p0, Any p1 )  //0x90703A8F75EE4ABD

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

  38. void TASK_ANIMAL_INTERACTION ( Ped player, Ped targetPed, Hash interactionType, Hash interactionModel, BOOL skipIdleAnimationClip )  //0xCD181A959CFDD7F4

  39. void _0xD999E379265A4501 ( Any p0, Any p1, Any p2 )  //0xD999E379265A4501

  40. BOOL TASK_POLICE ( Ped ped, BOOL p1 )  //0x87BE56724650408E

  41. void TASK_COMBAT_ANIMAL_WARN ( Ped ped, Any p1, Any p2 )  //0xF960F3D57B660E96

  42. void PLAY_ANIM_ON_RUNNING_SCENARIO ( Ped ped, const char* animDict, const char* animName )  //0x748040460F8DF5DC

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

  44. void TASK_COMBAT_ANIMAL_CHARGE_PED ( Ped ped, Ped targetPed, BOOL p2, Any p3, Any p4, Any p5, Any p6 )  //0xEE3AA414CF99F368

  45. Any _0x74F0209674864CBD ()  //0x74F0209674864CBD

  46. BOOL TASK_GRAPPLE ( Ped attacker, Ped target, Hash p2, BOOL unk1, float speed, BOOL p5, Hash p6 )  //0x779A2FFACEFAEA7B

  47. void TASK_AMBIENT_ANIMAL_STALK ( Ped ped, Any p1, Any p2 )  //0x37C13863ABA1B4A3

  48. Any _0xE1C105E6BBA48270 ()  //0xE1C105E6BBA48270

  49. BOOL _TASK_INTIMIDATED ( Any p0, Any p1, Any p2, Any p3, Any p4 )  //0x648B75D44930D6BD

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

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