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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 TASK_VEHICLE_ESCORT ( Ped ped, Vehicle vehicle, Vehicle targetVehicle, int mode, float speed, int drivingStyle, float minDistance, int p7, float noRoadsDistance )  //0x0FA6E4B75F302400

  2. 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

  3. void TASK_WEAPON ( Ped ped )  //0x7157B82D60E4BC46

  4. void TASK_DRIVE_BY ( Ped driverPed, Ped targetPed, Vehicle targetVehicle, float targetX, float targetY, float targetZ, float distanceToShoot, int pedAccuracy, BOOL p8, Hash firingPattern )  //0x2F8AF0E82773A171

  5. void SET_DRIVEBY_TASK_TARGET ( Ped shootingPed, Ped targetPed, Vehicle targetVehicle, float x, float y, float z )  //0xE5B302114D8162EE

  6. void CLEAR_DRIVEBY_TASK_UNDERNEATH_DRIVING_TASK ( Ped ped )  //0xC35B5CDB2824CF69

  7. BOOL IS_DRIVEBY_TASK_UNDERNEATH_DRIVING_TASK ( Ped ped )  //0x8785E6E40C7A8818

  8. BOOL GET_IS_PED_AIMING_IN_THE_AIR ( Ped ped )  //0x8785E6E40C7A8819

  9. void _SET_PED_CLEAR_AIMING_IN_THE_AIR ( Ped ped, Any p1 )  //0x34C0010188D7C54A

  10. BOOL IS_MOUNTED_WEAPON_TASK_UNDERNEATH_DRIVING_TASK ( Ped ped )  //0xA320EF046186FA3B

  11. void TASK_WARP_PED_INTO_VEHICLE ( Ped ped, Vehicle vehicle, int seat )  //0x9A7D091411C5F684

  12. void TASK_SHOOT_AT_ENTITY ( Entity entity, Entity targetEntity, int duration, Hash firingPattern, BOOL affectCockedState )  //0x08DA95E8298AE772

  13. void TASK_SHOOT_WITH_WEAPON ( Ped ped, Any* args )  //0x08AA95E8298AE772

  14. void _0x2416EC2F31F75266 ( Entity entity, Entity targetEntity, int duration, Any p3, Any p4 )  //0x2416EC2F31F75266

  15. void _0x41323F4E0C4AE94B ( Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6 )  //0x41323F4E0C4AE94B

  16. Any _0x5EA655F01D93667A ( Any p0 )  //0x5EA655F01D93667A

  17. void TASK_CLIMB ( Ped ped, BOOL unused )  //0x89D9FCC2435112F1

  18. void _TASK_CLIMB_2 ( Ped ped, float heading )  //0xDF1D85BCAF60D537

  19. void TASK_CLIMB_LADDER ( Ped ped, Any p1, Any p2, Any p3 )  //0xB6C987F9285A3814

  20. void CLEAR_PED_TASKS_IMMEDIATELY ( Ped ped, BOOL p1, BOOL resetCrouch )  //0xAAA34F8A7CB32098

  21. void TASK_PERFORM_SEQUENCE_FROM_PROGRESS ( Ped ped, Any p1, Any p2, Any p3 )  //0x89221B16730234F0

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

  23. float GET_PED_DESIRED_MOVE_BLEND_RATIO ( Ped ped )  //0x8517D4A6CA8513ED

  24. void TASK_GOTO_ENTITY_AIMING ( Ped ped, Entity target, float distanceToStopAt, float StartAimingDist )  //0xA9DA48FAB8A76C12

  25. void TASK_SET_SPHERE_DEFENSIVE_AREA ( Ped ped, float p1, float p2, float p3, float p4 )  //0x933C06518B52A9A4

  26. void TASK_CLEAR_DEFENSIVE_AREA ( Ped ped )  //0x95A6C46A31D1917D

  27. void TASK_PED_SLIDE_TO_COORD ( Ped ped, float x, float y, float z, float heading, float p5 )  //0xD04FE6765D990A06

  28. Any _0x9420FB11B8D77948 ( Any p0 )  //0x9420FB11B8D77948

  29. Any _0x6BA606AB3A83BC4D ( Any p0 )  //0x6BA606AB3A83BC4D

  30. ScrHandle ADD_COVER_POINT ( float p0, float p1, float p2, float p3, Any p4, Any p5, Any p6, BOOL p7 )  //0xD5C12A75C7B9497F

  31. Any _0x59872EA4CBD11C56 ( Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7, Any p8 )  //0x59872EA4CBD11C56

  32. void REMOVE_COVER_POINT ( ScrHandle coverpoint )  //0xAE287C923D891715

  33. BOOL DOES_SCRIPTED_COVER_POINT_EXIST_AT_COORDS ( Any p0, Any p1, Any p2, Any p3 )  //0xA98B8E3C088E5A31

  34. Vector3 GET_SCRIPTED_COVER_POINT_COORDS ( ScrHandle coverpoint )  //0x594A1028FC2A3E85

  35. Vector3 _0xE116F6F2DA2D777E ( Any p0 )  //0xE116F6F2DA2D777E

  36. void _0x50AA09A0DA64E73C ( Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6 )  //0x50AA09A0DA64E73C

  37. void _0xE5831AA1E2FD147C ( Any p0 )  //0xE5831AA1E2FD147C

  38. void TASK_COMBAT_PED ( Ped ped, Ped targetPed, int p2, int p3 )  //0xF166E48407BAC484

  39. void TASK_COMBAT_PED_TIMED ( Ped ped, Ped targetPed, int p2, Any p3 )  //0x944F30DCB7096BDE

  40. void _TASK_COMBAT_PED_3 ( Any p0, Any p1, Any p2, Any p3, Any p4, Any p5 )  //0xC624414FA748B9BA

  41. void TASK_SEEK_COVER_FROM_POS ( Ped ped, float x, float y, float z, Any p4, Any p5, Any p6, Any p7 )  //0x75AC2B60386D89F2

  42. void TASK_SEEK_COVER_FROM_PED ( Ped ped, Any p1, Any p2, Any p3, Any p4, Any p5 )  //0x84D32B3BEC531324

  43. void TASK_SEEK_COVER_TO_COVER_POINT ( Ped ped, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7, Any p8 )  //0xD43D95C7A869447F

  44. void TASK_SEEK_COVER_TO_COORDS ( Ped ped, Any p1, Any p10, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7, Any p8 )  //0x39246A6958EF072C

  45. void TASK_PUT_PED_DIRECTLY_INTO_COVER ( Ped ped, float x, BOOL p10, BOOL p11, Any p12, float y, float z, int timeout, BOOL p5, float p6 )  //0x4172393E6BE1FECE

  46. void _TASK_PUT_PED_DIRECTLY_INTO_COVER_FROM_POS ( Ped ped, float x, Any p10, Any p11, Any p12, Any p13, Any p14, Any p15, Any p16, Any p17 )  //0xDF8A5855B9F9A97B

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

  48. void TASK_PUT_PED_DIRECTLY_INTO_GRAPPLE ( Ped ped, Ped grappleTarget, Hash grappleStyle, float p3, float p4, BOOL p5, int p6 )  //0xA05F3F20889D7A5B

  49. void TASK_COMPANION_AMBIENT ( Ped ped, Any p1 )  //0xE017CF6E2527FE4F

  50. void _0x098036CAB8373D36 ( Any p0 )  //0x098036CAB8373D36

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