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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_BARK ( Ped ped, Ped barkAtTarget, Hash mood )  //0x83BFC1F836B2F3F2

  2. BOOL _ASSOCIATE_PROP_WITH_SCENARIO ( int scenario, Entity entity, const char* propName, BOOL p3 )  //0x8360C47380B6F351

  3. void _0x82ED59F095056550 ( Any p0, Any p1 )  //0x82ED59F095056550

  4. void _0x827A58CED9D4D5B4 ( Any p0, Any p1 )  //0x827A58CED9D4D5B4

  5. void _TASK_CUT_FREE_HOGTIED_TARGET_PED ( Ped ped, Ped targetPed )  //0x81D16C4FF3A77ADF

  6. void _DELETE_SCENARIO_POINT ( int scenario )  //0x81948DFE4F5A0283

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

  8. void _0x816A3ACD265E2297 ( Any p0, Any p1 )  //0x816A3ACD265E2297

  9. Hash GET_ITEM_INTERACTION_ITEM_ID ( Ped ped )  //0x804425C4BBD00883

  10. void _0x801BD27403F3CBA0 ( Any p0, Any p1, Any p2, Any p3 )  //0x801BD27403F3CBA0

  11. void _0x7FB78B2199C10E92 ( Any p0 )  //0x7FB78B2199C10E92

  12. void TASK_EVERYONE_LEAVE_VEHICLE ( Any p0, Any p1 )  //0x7F93691AB4B92272

  13. void TASK_VEHICLE_DRIVE_TO_DESTINATION ( Ped driver, Vehicle vehicle, BOOL p10, float x, float y, float z, float speed, int drivingFlags, int p7, float stoppingRange1 )  //0x7F241A0D14354583

  14. void WAYPOINT_PLAYBACK_OVERRIDE_SPEED ( Ped ped, float speed, Any p2, Any p3, Any p4 )  //0x7D7D2B47FA788E85

  15. Any _0x7CB99FADDE73CD1B ( Any p0 )  //0x7CB99FADDE73CD1B

  16. void _0x7C015D8BCEC72CF4 ( Any p0, Any p1 )  //0x7C015D8BCEC72CF4

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

  18. void TASK_ROB_PED ( Ped ped, Any p1, Any p2, Any p3, Any p4 )  //0x7BB967F85D8CCBDB

  19. void _TASK_FLEE_FROM_PED ( Ped ped, Ped fleeFromTarget, float x, float y, float z, float distance, int p6, int p7, float p8, Ped targetPed )  //0x7B74D8EEDE9B5727

  20. void TASK_MOVE_NETWORK_ADVANCED_BY_NAME_WITH_INIT_PARAMS ( Ped ped, Any p1, Any p10, Any p11, Any p12, Any p13, Any p14, Any p2, Any p3, Any p4 )  //0x7B6A04F98BBAFB2C

  21. void TASK_SHUFFLE_TO_NEXT_VEHICLE_SEAT ( Ped ped, Vehicle vehicle )  //0x7AA80209BDA643EB

  22. _SET_ENABLE_HANDCUFFS_2 ( Ped ped )  //0x7981037A96E7D174

  23. void UNHOGTIE_PED ( Ped ped, int flags, Hash getupSetHash, const char* p3, const char* p4, float p5 )  //0x79559BAD83CCD038

  24. int CREATE_SCENARIO_POINT_HASH_ATTACHED_TO_ENTITY ( Entity entity, Hash scenarioHash, float x, float y, float z, float heading, Any p6, Any p7, BOOL p8 )  //0x794AB1379A74064D

  25. void TASK_MOVE_FOLLOW_ROAD_USING_NAVMESH ( Ped ped, float moveBlendRatio, float x, float y, float z, Any p5 )  //0x79482C12482A860D

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

  27. Any _0x78D8C1D4EB80C588 ( Any p0 )  //0x78D8C1D4EB80C588

  28. void _MAKE_OBJECT_CARRIABLE ( Object object )  //0x78B4567E18B54480

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

  30. void TASK_GO_TO_COORD_WHILE_AIMING_AT_ENTITY_USING_COMBAT_STYLE ( Ped ped, Any p1, Any p10, Any p11, Any p12, Any p13, Any p14, Any p2, Any p3, Any p4 )  //0x78426D0982D083C9

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

  32. void SET_PED_PATH_CAN_USE_LADDERS ( Ped ped, BOOL toggle )  //0x77A5B103C87F476E

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

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

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

  36. BOOL _DOES_SCENARIO_GROUP_EXIST_HASH ( Hash scenarioGroup )  //0x76E98B52369A289C

  37. Any _0x76610D12A838EBDE ( Any p0 )  //0x76610D12A838EBDE

  38. void _0x764DB5A48390FBAD ( Any p0, Any p1 )  //0x764DB5A48390FBAD

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

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

  41. Any _0x74F0209674864CBD ()  //0x74F0209674864CBD

  42. BOOL IS_PED_CUFFED ( Ped ped )  //0x74E559B3BC910685

  43. void _0x748D5E0D2A1A4C61 ( Any p0, Any p1, Any p2 )  //0x748D5E0D2A1A4C61

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

  45. Entity _GET_SCENARIO_POINT_ENTITY ( int scenario )  //0x7467165EE97D3C68

  46. BOOL _REQUEST_HERB_COMPOSITE_ASSET ( Hash asset )  //0x73F0D0327BFA0812

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

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

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

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

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