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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 _SET_SCENARIO_TYPE_ENABLED_HASH ( Hash scenarioType, BOOL toggle )  //0xD00E50E673802D71

  2. void STOP_ANIM_TASK ( Ped ped, const char* animDictionary, const char* animationName, float p3 )  //0x97FF36A1D40EA00A

  3. void RESET_SCENARIO_TYPES_ENABLED ()  //0x0D40EE2A7F2B2D6D

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

  5. void TASK_GOTO_ENTITY_OFFSET_XYZ ( Ped ped, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7, Any p8 )  //0xFA6DA9D151769392

  6. void PLAY_ENTITY_SCRIPTED_ANIM ( Entity entity, Any* args )  //0x77A1EEC547E7FCF1

  7. void STOP_ANIM_PLAYBACK ( Ped ped, int p1, BOOL p2 )  //0xEE08C992D238C5D1

  8. void SET_ANIM_FILTER ( Any p0, Any p1, Any p2, Any p3 )  //0x87B66D77D545DB66

  9. void SET_ANIM_RATE ( Any p0, float p1, Any p2, BOOL p3 )  //0x032D49C5E359C847

  10. void TASK_COMBAT_HATED_TARGETS_IN_AREA ( Ped ped, float x, float y, float z, float radius, int flags, Any p6 )  //0x4CF5F55DAC3280A0

  11. void START_TASK_ITEM_INTERACTION ( Ped ped, Hash animType, Hash propId, int p3, int flag, float p5 )  //0xAE72E7DF013AAA61

  12. void TASK_COMBAT_HATED_TARGETS_NO_LOS_TEST ( Ped ped, float radius )  //0xB5BC69D9C4060BC3

  13. void _TASK_ITEM_INTERACTION_2 ( Ped ped, Hash propNameGxt, Object prop, Hash propId, Hash itemInteractionState, int p5, Any p6, float p7 )  //0x72F52AA2D2B172CC

  14. void TASK_COMBAT_HATED_TARGETS_AROUND_PED ( Ped ped, float radius, int flags, Any p3 )  //0x7BF835BB9E2698C8

  15. void _TASK_ITEM_INTERACTION_3 ( Ped ped, Hash item, Any* guid, Any p3, Any p4, Any p5, float p6 )  //0xD61D5E1AD9876DEB

  16. void TASK_COMBAT_HATED_TARGETS_AROUND_PED_TIMED ( Ped ped, float radius, float p2, Any p3 )  //0x2BBA30B854534A0C

  17. void _0xB35370D5353995CB ( Any p0, Any p1, Any p2 )  //0xB35370D5353995CB

  18. void TASK_COMBAT_HATED_TARGETS ( Ped ped, float radius )  //0x8182B561A29BD597

  19. void _0x30B391915538EBE2 ( Any p0 )  //0x30B391915538EBE2

  20. void TASK_THROW_PROJECTILE ( Ped ped, Any p1, Any p2, Any p3 )  //0x7285951DBF6B5A51

  21. void _TASK_THROW_PROJECTILE_2 ( Any p0, Any p1, Any p2, Any p3 )  //0x7282356DFF6B5A51

  22. void TASK_WHISTLE_ANIM ( Ped ped, Any p1, Hash p2 )  //0xD6401A1B2F63BED6

  23. void TASK_SWAP_WEAPON ( Ped ped, Any p1, Any p2, Any p3, Any p4 )  //0xA21C51255B205245

  24. void _0x0000A8ACDC2E1B6A ( Any p0, Any p1 )  //0x0000A8ACDC2E1B6A

  25. void TASK_RELOAD_WEAPON ( Ped ped, BOOL unused )  //0x62D2916F56B9CD2D

  26. void TASK_EVASIVE_ANIM ( Ped ped, Any p1, Any p2 )  //0x5F22926E1BCE9B08

  27. void TASK_PICK_UP_WEAPON ( Ped ped, Any p1 )  //0x55B0ECFD98596624

  28. void TASK_LOOK_AT_COORD ( Ped ped, float x, float y, float z, Any p4, Any p5, Any p6, Any p7 )  //0x6FA46612594F7973

  29. void TASK_LOOK_AT_ENTITY ( Ped ped, Entity lookAtTarget, int duration, int p3, int p4, int p5 )  //0x69F4BE8C8CC4796C

  30. void TASK_ANIMAL_WRITHE ( Ped ped, Any p1, Any p2 )  //0x8C038A39C4A4B6D6

  31. void TASK_CLEAR_LOOK_AT ( Ped ped )  //0x0F804F1DB19B9689

  32. void _TASK_ANIMAL_BLEED_OUT ( Ped ped, Ped killer, BOOL p2, Hash weaponHash, int p4, int p5 )  //0x30A768C30D385EC5

  33. void OPEN_SEQUENCE_TASK ( int* taskSequenceId )  //0xE8854A4326B9E12B

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

  35. void TASK_PERFORM_SEQUENCE ( Ped ped, int taskSequenceId )  //0x5ABA3986D90D8A3B

  36. void _TASK_PERFORM_SEQUENCE_2 ( Any p0, Any p1, Any p2, Any p3 )  //0x4FC0AF869D6E309D

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

  38. void TASK_REVIVE_TARGET ( Ped ped, Ped reviver, Hash tool )  //0x356088527D9EBAAD

  39. void SET_SEQUENCE_TO_REPEAT ( int taskSequenceId, BOOL repeat )  //0x58C70CF3A41E4AE7

  40. void OPEN_PATROL_ROUTE ( const char* patrolRoute )  //0xA36BFB5EE89F3D82

  41. void CLOSE_PATROL_ROUTE ()  //0xB043ECA801B8CBC1

  42. void ADD_PATROL_ROUTE_NODE ( Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7, Any p8, Any p9 )  //0x8EDF950167586B7C

  43. void ADD_PATROL_ROUTE_LINK ( Any p0, Any p1 )  //0x23083260DEC3A551

  44. void CREATE_PATROL_ROUTE ()  //0xAF8A443CCC8018DC

  45. void DELETE_PATROL_ROUTE ( const char* patrolRoute )  //0x7767DD9D65E91319

  46. void REACT_LOOK_AT ( Ped ped, Ped targetPed, int lookIntensity, int exitAnimation, float duration, int p5, Ped targetPed2, Any p7, Any p8 )  //0xE7FA07624574B79A

  47. void REACT_LOOK_AT_END ( Ped ped, int exitAnimation, BOOL p2 )  //0x541E5B41DCA45828

  48. void TASK_PATROL ( Ped ped, const char* patrolRoute, Any p2, BOOL p3, BOOL p4 )  //0xBDA5DF49D080FE4E

  49. void _TASK_PATROL_2 ( Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7 )  //0x964B06C88E4C86DB

  50. void TASK_STAY_IN_COVER ( Ped ped )  //0xE5DA8615A6180789

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