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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_PED_PATH_FOLIAGE_COST_MODIFIER ( Ped ped, float modifier )  //0x3AD8EFF9703BE657

  2. void SET_PED_PATH_MAY_ENTER_WATER ( Ped ped, BOOL mayEnterWater )  //0xF35425A4204367EC

  3. void SET_PED_PATH_PREFER_TO_AVOID_WATER ( Ped ped, BOOL avoidWater, float p2 )  //0x38FE1EC73743793C

  4. Any SET_PED_WAYPOINT_ROUTE_OFFSET ( Ped ped, float p1, float p2, float p3 )  //0xED98E10B0AFCE4B4

  5. void SET_SCENARIO_GROUP_ENABLED ( const char* scenarioGroup, BOOL toggle )  //0x02C8E5B49848664E

  6. void SET_SCENARIO_TYPE_ENABLED ( const char* scenarioType, BOOL toggle )  //0xEB47EC4E34FB7EE1

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

  8. void SET_TASK_MOVE_NETWORK_SIGNAL_BOOL ( Ped ped, const char* signalName, BOOL value )  //0xB0A6CFD2C69C1088

  9. void SET_TASK_MOVE_NETWORK_SIGNAL_FLOAT ( Ped ped, const char* signalName, float value )  //0xD5BB4025AE449A4E

  10. void SET_TEAM_CARRIABLE_ENTITY ( Any p0, Any p1, Any p2 )  //0x545BF19F86E80F11

  11. void SET_UP_SPEED_RESTRAIN_INFORMATION_FOR_PLAYER_FOLLOWER ( Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7, Any p8 )  //0xB5C51DD544F14F58

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

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

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

  15. void TASK_ACHIEVE_HEADING ( Ped ped, float heading, int timeout )  //0x93B93A37987F1F3D

  16. void TASK_AIM_AT_COORD ( Ped ped, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6 )  //0x4AF1D73861212F52

  17. void TASK_AIM_AT_ENTITY ( Ped ped, Any p1, Any p2, Any p3, Any p4 )  //0xCF7569BD0FB480A0

  18. void TASK_AIM_GUN_AT_COORD ( Ped ped, float x, float y, float z, int time, BOOL p5, BOOL p6 )  //0x6671F3EEC681BDA1

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

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

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

  22. void TASK_ANIMAL_ALERTED ( Ped ped, Any p1, Any p2 )  //0x979D93372FC8C565

  23. void TASK_ANIMAL_FLEE ( Ped ped, Ped targetPed, Any p2 )  //0xA899B61C66F09134

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

  25. void TASK_ANIMAL_UNALERTED ( Ped ped, Any p1, Any p2, Any p3, Any p4 )  //0x21FDF9A25CFE1CE5

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

  27. void TASK_ARREST_PED ( Ped ped, Ped target )  //0xF3B9A78A178572B1

  28. void TASK_BARK ( Ped ped, Ped barkAtTarget, Hash mood )  //0x83BFC1F836B2F3F2

  29. 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

  30. void TASK_BREAK_VEHICLE_DOOR_LOCK ( Ped ped, Vehicle vehicle )  //0xBB28D1BC9EA8A6A5

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

  46. void TASK_COWER ( Ped ped, int duration, Ped pedToCowerFrom, const char* p3 )  //0x3EB1FE9E8E908E15

  47. void TASK_DISEMBARK_NEAREST_TRAIN_CARRIAGE ( Ped ped, float p1, int flags )  //0x0A11F3BDEC03ED5F

  48. void TASK_DISMOUNT_ANIMAL ( Ped rider, int taskFlag, Any p2, Any p3, Any p4, Ped targetPed )  //0x48E92D3DDE23C23A

  49. 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

  50. void TASK_DUCK ( Ped ped, int p1 )  //0xA14B5FBF986BAC23

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