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RDR2 NativeDB

Browse our wiki-style database of native functions in Red Dead Redemption II.

Search 7149 native functions



  1. Any _0x678D3226CF70B9C8 ( Any p0, Any p1 )  //0x678D3226CF70B9C8

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

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

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

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

  6. BOOL IS_PED_GETTING_UP ( Ped ped )  //0x2A74E1D5F2F00EEC

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

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

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

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

  11. Any _0x508F5053E3F6F0C4 ( Any p0, Any p1, Any p2, Any p3, Any p4 )  //0x508F5053E3F6F0C4

  12. BOOL IS_PED_IN_WRITHE ( Ped ped )  //0xDEB6D52126E7D640

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

  14. Any _0x3F8387DB1B9F31B7 ( Any p0, Any p1 )  //0x3F8387DB1B9F31B7

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

  16. Any _0x756C7B4C43DF0422 ( Any p0 )  //0x756C7B4C43DF0422

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

  18. Any _0x351F74ED6177EBE7 ()  //0x351F74ED6177EBE7

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

  20. Any _0x6C50B9DCCCA70023 ( Any p0 )  //0x6C50B9DCCCA70023

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

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

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

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

  25. int GET_SEQUENCE_PROGRESS ( Ped ped )  //0x00A9010CFE1E3533

  26. void CLOSE_PATROL_ROUTE ()  //0xB043ECA801B8CBC1

  27. BOOL GET_IS_TASK_ACTIVE ( Ped ped, int taskIndex )  //0xB0760331C7AA4155

  28. 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

  29. int GET_SCRIPT_TASK_STATUS ( Ped ped, Hash taskHash, BOOL p2 )  //0x77F1BEB8863288D5

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

  31. Any _0x9FF5F9B24E870748 ( Any p0 )  //0x9FF5F9B24E870748

  32. void CREATE_PATROL_ROUTE ()  //0xAF8A443CCC8018DC

  33. float _GET_SCRIPT_TASK_ACTION_TIME ( Ped ped, Hash task )  //0xA710DC5D25F8B942

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

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

  36. Any _0x643FD1556F621772 ( Any p0, Any p1, Any p2 )  //0x643FD1556F621772

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

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

  39. BOOL IS_PED_SCENARIO_REACT_LOOKING ( Ped ped, BOOL p1 )  //0x916B8E075ABC8B4E

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

  41. int GET_ACTIVE_VEHICLE_MISSION_TYPE ( Vehicle vehicle )  //0x534AEBA6E5ED4CAB

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

  43. void TASK_LEAVE_ANY_VEHICLE ( Ped ped, int p1, int taskFlag )  //0x504D54DF3F6F2247

  44. void TASK_VEHICLE_SHOOT_AT_PED ( Ped ped, Ped target, float p2 )  //0x10AB107B887214D8

  45. Any _0xBD70108D01875299 ( Any p0 )  //0xBD70108D01875299

  46. void TASK_VEHICLE_AIM_AT_PED ( Ped ped, Ped target )  //0xE41885592B08B097

  47. void TASK_USE_RANDOM_SCENARIO_IN_GROUP ( Ped ped, Any p1, Any p2, Any p3, Any p4 )  //0x14747F4A5971DE4E

  48. void TASK_VEHICLE_SHOOT_AT_COORD ( Ped ped, float x, float y, float z, float p4 )  //0x5190796ED39C9B6D

  49. void TASK_AIM_GUN_AT_ENTITY ( Ped ped, Entity targetEntity, int duration, BOOL p3, int p4 )  //0x9B53BB6E8943AF53

  50. void _0xAF2EF28CE3084505 ( Any p0, Any p1, Any p2, Any p3 )  //0xAF2EF28CE3084505

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