task
Methods
task_pause
function native.task.task_pause(ped: int, ms: int): void
task_stand_still
function native.task.task_stand_still(ped: int, time: int): void
task_jump
function native.task.task_jump(ped: int, unused: bool): void
_task_jump_2
function native.task._task_jump_2(ped: int, x: float, y: float, z: float, entity: int): void
task_cower
function native.task.task_cower(ped: int, duration: int, ped_to_cower_from: int, p3: string): void
task_hands_up
function native.task.task_hands_up(ped: int, duration: int, facing_ped: int, time_to_face_ped: int, flags: int): void
task_knocked_out
function native.task.task_knocked_out(ped: int, p1: float, permanently: bool): void
task_knocked_out_and_hogtied
function native.task.task_knocked_out_and_hogtied(ped: int, p1: float, p2: int): void
_0xffb520a3e16f7b7b
function native.task._0xffb520a3e16f7b7b(ped: int, p1: float): void
_0x8b1fdf63c3193eda
function native.task._0x8b1fdf63c3193eda(ped: int, p1: float): void
update_task_hands_up_duration
function native.task.update_task_hands_up_duration(ped: int, duration: int): void
_0x28ef780bdea8a639
function native.task._0x28ef780bdea8a639(ped: int, p1: int): void
task_duck
function native.task.task_duck(ped: int, p1: int): void
_task_board_vehicle
function native.task._task_board_vehicle(ped: int, vehicle: int, p2: int, p3: int, p4: int, p5: int): void
_task_disembark_vehicle
function native.task._task_disembark_vehicle(p0: int, vehicle: int, p2: int, p3: int, p4: float, p5: int): void
_task_board_vehicle_2
function native.task._task_board_vehicle_2(ped: int, p1: int, p2: int, p3: float, flags: int): void
task_disembark_nearest_train_carriage
function native.task.task_disembark_nearest_train_carriage(ped: int, p1: float, flags: int): void
task_enter_vehicle
function native.task.task_enter_vehicle(ped: int, vehicle: int, timeout: int, seat: int, speed: float, flag: int, p6: int): void
task_leave_vehicle
function native.task.task_leave_vehicle(ped: int, vehicle: int, flags: int, unk_ped: int): void
task_mount_animal
function native.task.task_mount_animal(ped: int, mount: int, timer: int, seat_index: int, ped_speed: float, mount_style: int, p6: int, p7: int): void
task_dismount_animal
function native.task.task_dismount_animal(rider: int, task_flag: int, p2: int, p3: int, p4: int, target_ped: int): void
task_hitch_animal
function native.task.task_hitch_animal(ped: int, scenario_point: int, flag: int): void
_0xe05a5d39be6e93af
function native.task._0xe05a5d39be6e93af(p0: int): void
task_vehicle_drive_to_coord
function native.task.task_vehicle_drive_to_coord(ped: int, vehicle: int, x: float, y: float, z: float, speed: float, style: int, vehicle_model: int, driving_mode: int, stop_range: float, straight_line_dist: float): void
_task_vehicle_drive_to_coord_2
function native.task._task_vehicle_drive_to_coord_2(ped: int, p1: int, p2: int, p3: int, p4: int, p5: int, p6: int, p7: int, p8: int): void
task_vehicle_drive_wander
function native.task.task_vehicle_drive_wander(ped: int, vehicle: int, speed: float, driving_style: int): void
task_follow_to_offset_of_entity
function native.task.task_follow_to_offset_of_entity(ped: int, entity: int, offset_x: float, offset_y: float, offset_z: float, movement_speed: float, timeout: int, stopping_range: float, persist_following: bool, p9: bool, walk_only: bool, p11: bool, p12: bool, p13: bool): void
task_follow_to_offset_of_coord
function native.task.task_follow_to_offset_of_coord(ped: int, p1: int, p2: int, p3: int, p4: int, p5: int, p6: int, p7: int, p8: int, p9: int, p10: int, p11: int, p12: int, p13: int, p14: int): void
_0x3ffcd7bba074cc80
function native.task._0x3ffcd7bba074cc80(ped: int, p1: int, p2: int, p3: int, p4: int, p5: int, p6: int, p7: int, p8: int): void
task_go_straight_to_coord
function native.task.task_go_straight_to_coord(ped: int, x: float, y: float, z: float, move_blend_speed_y: float, p5: int, p6: float, p7: float, p8: int): void
task_go_straight_to_coord_relative_to_entity
function native.task.task_go_straight_to_coord_relative_to_entity(ped: int, p1: int, p2: int, p3: int, p4: int, p5: int, p6: int, p7: int): void
task_move_in_traffic
function native.task.task_move_in_traffic(ped: int, p1: int, p2: int, p3: int): void
task_move_in_traffic_to_destination
function native.task.task_move_in_traffic_to_destination(ped: int, p1: int, p2: int, p3: int, p4: int, p5: int, p6: int, p7: int): void
task_move_in_traffic_away_from_entity
function native.task.task_move_in_traffic_away_from_entity(ped: int, p1: int, p2: int, p3: int, p4: int): void
_0xbaab791aa72c2821
function native.task._0xbaab791aa72c2821(p0: int, p1: int): void
task_move_follow_road_using_navmesh
function native.task.task_move_follow_road_using_navmesh(ped: int, move_blend_ratio: float, x: float, y: float, z: float, p5: int): void
task_achieve_heading
Makes the specified ped achieve the specified heading.
pedHandle: The handle of the ped to assign the task to. heading: The desired heading. timeout: The time, in milliseconds, to allow the task to complete. If the task times out, it is canceled, and the ped will stay at the heading it managed to reach in the time.
function native.task.task_achieve_heading(ped: int, heading: float, timeout: int): void
task_flush_route
function native.task.task_flush_route(): void
task_extend_route
Adds a new point to the current point route. Call TASK_FLUSH_ROUTE before the first call to this. Call TASK_FOLLOW_POINT_ROUTE to make the Ped go the route.
A maximum of 8 points can be added.
function native.task.task_extend_route(x: float, y: float, z: float): void
task_follow_point_route
function native.task.task_follow_point_route(ped: int, p1: int, p2: int, p3: int, p4: int, p5: int): void
task_enter_anim_scene
function native.task.task_enter_anim_scene(ped: int, anim_scene: int, entity_name: string, playback_list_name: string, enter_speed: float, b_auto_start: bool, flag: int, p7: int, p8: float): void
task_move_be_in_formation
function native.task.task_move_be_in_formation(ped: int, p1: int, p2: int, p3: int, p4: int, p5: int, p6: int): void
task_go_to_entity
function native.task.task_go_to_entity(ped: int, target: int, duration: int, distance: float, speed: float, p5: float, p6: int): void
task_follow_and_converse_with_ped
function native.task.task_follow_and_converse_with_ped(ped: int, target_ped: int, p2: int, p3: int, p4: float, p5: float, p6: int, p7: int, p8: int, p9: float, p10: float): void
_0xa052608a12559bbb
function native.task._0xa052608a12559bbb(p0: int, p1: int): void
task_wander_and_converse_with_ped
function native.task.task_wander_and_converse_with_ped(ped: int, p1: int, p2: int, p3: int): void
task_lead_and_converse
function native.task.task_lead_and_converse(ped: int, p1: int, p2: int, p3: int, p4: int, p5: int, p6: int, p7: int, p8: int): void
_0xde0c8b145ea466ff
function native.task._0xde0c8b145ea466ff(p0: int, p1: int, p2: int, p3: int, p4: int, p5: int): void
task_seek_clear_los_to_entity
function native.task.task_seek_clear_los_to_entity(ped: int, entity: int, p2: float, p3: float, p4: float): void
task_go_to_whistle
function native.task.task_go_to_whistle(ped: int, p1: int, whistle_type: int): void
_0xeb67d4e056c85a81
function native.task._0xeb67d4e056c85a81(p0: int): int
_0x78d8c1d4eb80c588
function native.task._0x78d8c1d4eb80c588(p0: int): int
task_lead_horse
function native.task.task_lead_horse(ped: int, horse: int): void
task_stop_leading_horse
function native.task.task_stop_leading_horse(ped: int): void
_task_flee_from_coord
function native.task._task_flee_from_coord(p0: int, p1: int, p2: int, p3: int, p4: int, p5: int, p6: int, p7: int, p8: int, p9: int, p10: int, p11: int): void
_task_flee_from_ped
function native.task._task_flee_from_ped(ped: int, flee_from_target: int, x: float, y: float, z: float, distance: float, p6: int, p7: int, p8: float, target_ped: int): void
task_smart_flee_coord
function native.task.task_smart_flee_coord(ped: int, x: float, y: float, z: float, distance: float, time: int, flee_type: int, flee_speed: float): void
task_smart_flee_ped
Makes a ped run away from another ped (fleeFromTarget)
fleeDistance = ped will flee this distance fleeTime = ped will flee for this amount of time, set to "-1" to flee forever fleeType = see TASK_FLEE_COORD, can be 0, R* Scripts: fm_mission/race_controller: 66048; fme_escaped_convicts: 2260992, 2523136, 2359296; la_alligator/fox: 2097152; net_fetch: 17301536; net_stable_mount: 540928 fleeSpeed = mostly 3f, rarely 1f in R* Scripts
function native.task.task_smart_flee_ped(ped: int, flee_from_target: int, flee_distance: float, flee_time: int, flee_type: int, flee_speed: float, target_ped: int): void
_0x673a8779d229ba5a
function native.task._0x673a8779d229ba5a(p0: int, p1: int, p2: int, p3: int, p4: int, p5: int): void
_0x2e1d6d87346bb7d2
function native.task._0x2e1d6d87346bb7d2(p0: int, p1: int, p2: int, p3: int): void
task_flee_coord
function native.task.task_flee_coord(ped: int, x: float, y: float, z: float, flee_style: int, p5: int, p6: float, duration: int, p8: int): void
task_flee_ped
function native.task.task_flee_ped(ped: int, flee_from_target: int, flee_style: int, flag: int, p4: float, p5: int, p6: int): void
task_flee_coord_via
function native.task.task_flee_coord_via(p0: int, p1: int, p2: int, p3: int, p4: int, p5: int, p6: int, p7: int, p8: int, p9: int, p10: int, p11: int): void
task_flee_ped_via
function native.task.task_flee_ped_via(p0: int, p1: int, p2: int, p3: int, p4: int, p5: int, p6: int, p7: int, p8: int, p9: int): void
_add_flee_target_coords
function native.task._add_flee_target_coords(ped: int, x: float, y: float, z: float, p4: float): void
add_flee_target_ped
function native.task.add_flee_target_ped(ped: int, target_ped: int, p2: float): void
_0xa42dc7919159cccf
function native.task._0xa42dc7919159cccf(p0: int): void
task_fly_away
function native.task.task_fly_away(ped: int, flee_from_target: int): void
task_fly_to_coord
function native.task.task_fly_to_coord(ped: int, travel_mbr: float, x: float, y: float, z: float, p5: bool, p6: bool): void
task_flying_circle
function native.task.task_flying_circle(ped: int, p1: int, p2: int, p3: int, p4: int, p5: int, p6: int): void
task_walk_away
function native.task.task_walk_away(ped: int, entity: int): void
task_shocking_event_react
function native.task.task_shocking_event_react(ped: int, p1: int, p2: int): void
task_react
function native.task.task_react(ped: int, reacting_to: int, x: float, y: float, z: float, reaction_name: string, p6: float, p7: float, p8: int): void
task_wander_in_area
function native.task.task_wander_in_area(ped: int, x: float, y: float, z: float, radius: float, p5: float, p6: float, p7: int): void
task_wander_in_volume
function native.task.task_wander_in_volume(ped: int, volume: int, p2: float, p3: float, p4: int): void
task_wander_standard
Makes ped walk around the area.
set p1 to 10.0f and p2 to 10 if you want the ped to walk anywhere without a duration.
function native.task.task_wander_standard(ped: int, p1: float, p2: int): void
task_wander_swim
function native.task.task_wander_swim(ped: int, p1: int): void
task_plant_bomb
function native.task.task_plant_bomb(ped: int, x: float, y: float, z: float, heading: float): void
task_horse_action
function native.task.task_horse_action(ped: int, action: int, target_ped: int, p3: int): void
task_animal_interaction
function native.task.task_animal_interaction(ped: int, target_ped: int, interaction_type: int, interaction_model: int, skip_idle_animation_clip: bool): void
task_combat_animal_warn
function native.task.task_combat_animal_warn(ped: int, p1: int, p2: int): void
task_combat_animal_charge_ped
function native.task.task_combat_animal_charge_ped(ped: int, target_ped: int, p2: bool, p3: int, p4: int, p5: int, p6: int): void
_0x76610d12a838ebde
function native.task._0x76610d12a838ebde(p0: int): int
task_ambient_animal_stalk
function native.task.task_ambient_animal_stalk(ped: int, p1: int, p2: int): void
task_ambient_animal_hunt
function native.task.task_ambient_animal_hunt(ped: int, p1: int, p2: int): void
task_animal_unalerted
function native.task.task_animal_unalerted(ped: int, p1: int, p2: int, p3: int, p4: int): void
task_animal_alerted
function native.task.task_animal_alerted(ped: int, p1: int, p2: int): void
task_animal_flee
function native.task.task_animal_flee(ped: int, target_ped: int, p2: int): void
_0x244430c13ba5258e
function native.task._0x244430c13ba5258e(p0: int, p1: int, p2: int, p3: int): int
task_eat
function native.task.task_eat(ped: int, p1: int, p2: int): void
task_bark
function native.task.task_bark(ped: int, bark_at_target: int, mood: int): void
task_follow_pavement_to_coord
function native.task.task_follow_pavement_to_coord(ped: int, args: ptr int): void
task_follow_nav_mesh_to_coord
function native.task.task_follow_nav_mesh_to_coord(ped: int, x: float, y: float, z: float, speed_multiplier: float, timeout: int, stopping_range: float, flags: int, heading: float): void
task_follow_nav_mesh_to_coord_advanced
function native.task.task_follow_nav_mesh_to_coord_advanced(ped: int, x: float, y: float, z: float, speed_multiplier: float, timeout: int, stopping_range: float, flags: int, p8: float, p9: float, p10: float, entity: int, unk: float): void
set_ped_path_can_use_climbovers
function native.task.set_ped_path_can_use_climbovers(ped: int, toggle: bool): void
set_ped_path_can_use_ladders
function native.task.set_ped_path_can_use_ladders(ped: int, toggle: bool): void
set_ped_path_can_drop_from_height
function native.task.set_ped_path_can_drop_from_height(ped: int, toggle: bool): void
_0xe6a151364c600b24
function native.task._0xe6a151364c600b24(p0: int): int
_0x1632eb9386cdbe64
function native.task._0x1632eb9386cdbe64(p0: int, p1: int): void
set_ped_path_climb_cost_modifier
function native.task.set_ped_path_climb_cost_modifier(ped: int, modifier: float): void
set_ped_path_deep_snow_cost_modifier
function native.task.set_ped_path_deep_snow_cost_modifier(ped: int, modifier: float): void
set_ped_path_foliage_cost_modifier
function native.task.set_ped_path_foliage_cost_modifier(ped: int, modifier: float): void
_0x8798cf6815b8fe0f
function native.task._0x8798cf6815b8fe0f(p0: int, p1: int): void
_0x5b68d0007d9c92eb
function native.task._0x5b68d0007d9c92eb(p0: int, p1: int): void
_0x82ed59f095056550
function native.task._0x82ed59f095056550(p0: int, p1: int): void
_0xe01c8dc8edd28d31
function native.task._0xe01c8dc8edd28d31(p0: int, p1: int): void
_0x098caa6dbe7d8d82
function native.task._0x098caa6dbe7d8d82(p0: int, p1: int): void
_get_ped_is_ignoring_dead_bodies
function native.task._get_ped_is_ignoring_dead_bodies(ped: int): bool
_set_ped_ignore_dead_bodies
function native.task._set_ped_ignore_dead_bodies(ped: int, toggle: bool): void
_set_ped_path_ladder_cost_modifier
function native.task._set_ped_path_ladder_cost_modifier(ped: int, modifier: float): void
set_ped_path_may_enter_water
function native.task.set_ped_path_may_enter_water(ped: int, may_enter_water: bool): void
_set_ped_path_may_enter_deep_water
function native.task._set_ped_path_may_enter_deep_water(ped: int, may_enter_deep_water: bool): void
_0xc6170856e54557b2
function native.task._0xc6170856e54557b2(p0: int, p1: int, p2: int): void
_0xf948f4356f010f11
function native.task._0xf948f4356f010f11(p0: int, p1: int, p2: int): void
set_ped_path_prefer_to_avoid_water
function native.task.set_ped_path_prefer_to_avoid_water(ped: int, avoid_water: bool, p2: float): void
_0x8bb283a7888ad1ad
function native.task._0x8bb283a7888ad1ad(p0: int, p1: int, p2: int): void
_0x12990818c1d35886
function native.task._0x12990818c1d35886(p0: int, p1: int, p2: int): void
_0x7c015d8bcec72cf4
function native.task._0x7c015d8bcec72cf4(p0: int, p1: int): void
set_ped_path_avoid_fire
function native.task.set_ped_path_avoid_fire(ped: int, avoid_fire: bool): void
_0x42cfd8fd8cc8dc69
function native.task._0x42cfd8fd8cc8dc69(p0: int, p1: int): void
_0x216343750545a486
function native.task._0x216343750545a486(p0: int, p1: int, p2: int): void
_0x06ecf3925bc2abae
function native.task._0x06ecf3925bc2abae(p0: int, p1: int): void
_0xfa30e2254461adeb
function native.task._0xfa30e2254461adeb(p0: int, p1: int): void
task_go_to_coord_any_means
function native.task.task_go_to_coord_any_means(ped: int, x: float, y: float, z: float, speed: float, entity: int, p6: bool, walking_style: int, p8: float): void
task_go_to_coord_any_means_extra_params
function native.task.task_go_to_coord_any_means_extra_params(ped: int, x: float, y: float, z: float, speed: float, p5: int, p6: bool, walking_style: int, p8: float, p9: int, p10: int, p11: int, p12: int): void
task_go_to_coord_any_means_extra_params_with_cruise_speed
function native.task.task_go_to_coord_any_means_extra_params_with_cruise_speed(ped: int, p1: int, p2: int, p3: int, p4: int, p5: int, p6: int, p7: int, p8: int, p9: int, p10: int, p11: int, p12: int, p13: int, p14: int): void
task_play_anim
function native.task.task_play_anim(ped: int, anim_dict: string, anim_name: string, speed: float, speed_multiplier: float, duration: int, flags: int, playback_rate: float, p8: bool, ik_flags: int, p10: bool, task_filter: string, p12: bool): void
task_play_anim_advanced
function native.task.task_play_anim_advanced(ped: int, anim_dict: string, anim_name: string, pos_x: float, pos_y: float, pos_z: float, rot_x: float, rot_y: float, rot_z: float, speed: float, speed_multiplier: float, duration: int, flags: int, p13: float, p14: int, p15: int, p16: int): void
task_play_upper_anim_facing_entity
function native.task.task_play_upper_anim_facing_entity(ped: int, anim_dict: string, anim_name: string, entity: int, p4: int, p5: float, p6: float, p7: int, p8: float, p9: bool, p10: bool, p11: float, p12: string, p13: int, p14: float): void
stop_anim_task
function native.task.stop_anim_task(ped: int, anim_dictionary: string, animation_name: string, p3: float): void
task_scripted_animation
function native.task.task_scripted_animation(ped: int, args: ptr int): void
play_entity_scripted_anim
function native.task.play_entity_scripted_anim(entity: int, args: ptr int): void
stop_anim_playback
function native.task.stop_anim_playback(ped: int, p1: int, p2: bool): void
set_anim_filter
function native.task.set_anim_filter(p0: int, p1: int, p2: int, p3: int): void
set_anim_rate
function native.task.set_anim_rate(p0: int, p1: float, p2: int, p3: bool): void
can_start_item_interaction
function native.task.can_start_item_interaction(ped: int, item_hash: int, interaction_anim_hash: int, p3: int): bool
start_task_item_interaction
function native.task.start_task_item_interaction(ped: int, item_hash: int, interaction_anim_hash: int, p3: int, flag: int, p5: float): void
_task_item_interaction_2
function native.task._task_item_interaction_2(ped: int, prop_name_gxt: int, prop: int, prop_id: int, item_interaction_state: int, p5: int, p6: int, p7: float): void
_task_item_interaction_3
function native.task._task_item_interaction_3(ped: int, item: int, guid: ptr int, p3: int, p4: int, p5: int, p6: float): void
_0xb35370d5353995cb
function native.task._0xb35370d5353995cb(ped: int, item: int, p2: float): void
get_item_interaction_state
function native.task.get_item_interaction_state(ped: int): int
get_item_interaction_item_id
function native.task.get_item_interaction_item_id(ped: int): int
is_ped_running_inspection_task
function native.task.is_ped_running_inspection_task(ped: int): bool
is_ped_running_task_item_interaction
function native.task.is_ped_running_task_item_interaction(ped: int): bool
_get_item_interaction_entity_from_ped
function native.task._get_item_interaction_entity_from_ped(ped: int, item: int): int
get_item_interaction_prompt_progress
function native.task.get_item_interaction_prompt_progress(ped: int, input_context: int): float
_0x678d3226cf70b9c8
function native.task._0x678d3226cf70b9c8(ped: int, p1: bool): int
task_evasive_anim
function native.task.task_evasive_anim(ped1: int, ped2: int, p2: int): void
task_look_at_coord
function native.task.task_look_at_coord(ped: int, x: float, y: float, z: float, duration: int, flags: int, p6: int, p7: bool): void
task_look_at_entity
function native.task.task_look_at_entity(ped: int, look_at_target: int, duration: int, p3: int, p4: int, p5: int): void
task_clear_look_at
function native.task.task_clear_look_at(ped: int): void
_0x508f5053e3f6f0c4
function native.task._0x508f5053e3f6f0c4(ped: int, x: float, y: float, z: float, p4: float): bool
_0x23767d80c7eed7c6
function native.task._0x23767d80c7eed7c6(p0: int, p1: int): void
open_sequence_task
function native.task.open_sequence_task(task_sequence_id: ptr int): void
close_sequence_task
function native.task.close_sequence_task(task_sequence_id: int): void
task_perform_sequence
function native.task.task_perform_sequence(ped: int, task_sequence_id: int): void
_task_perform_sequence_2
function native.task._task_perform_sequence_2(p0: int, p1: int, p2: int, p3: int): void
clear_sequence_task
function native.task.clear_sequence_task(task_sequence_id: ptr int): void
set_sequence_to_repeat
function native.task.set_sequence_to_repeat(task_sequence_id: int, repeat_mode: int): void
get_sequence_progress
function native.task.get_sequence_progress(ped: int): int
get_is_task_active
function native.task.get_is_task_active(ped: int, task_index: int): bool
get_script_task_status
Gets the status of a script-assigned task, and returns an int between 0-8 taskHash: https://alloc8or.re/rdr3/doc/enums/eScriptTaskHash.txt
WAITING_TO_START_TASK = 0, PERFORMING_TASK DORMANT_TASK VACANT_STAGE GROUP_TASK_STAGE ATTRACTOR_SCRIPT_TASK_STAGE SECONDARY_TASK_STAGE TASK_NOT_FOUND FINISHED_TASK
function native.task.get_script_task_status(ped: int, task_hash: int, p2: bool): int
_0x9ff5f9b24e870748
function native.task._0x9ff5f9b24e870748(p0: int): int
_get_script_task_action_time
function native.task._get_script_task_action_time(ped: int, task: int): float
react_look_at
lookIntensity: see SET_PED_SHOULD_PLAY_FLEE_SCENARIO_EXIT
exitAnimation: LOOK_RETURN_GENERIC = 1, LOOK_RETURN_DISMISSIVE = 2, LOOK_RETURN_RELIEVED = 3
function native.task.react_look_at(ped: int, target_ped: int, look_intensity: int, exit_animation: int, duration: float, p5: int, target_ped2: int, p7: int, p8: int): void
react_look_at_end
function native.task.react_look_at_end(ped: int, exit_animation: int, p2: bool): void
is_ped_scenario_react_looking
function native.task.is_ped_scenario_react_looking(ped: int, p1: bool): bool
get_active_vehicle_mission_type
function native.task.get_active_vehicle_mission_type(vehicle: int): int
task_leave_any_vehicle
function native.task.task_leave_any_vehicle(ped: int, p1: int, task_flag: int): void
_0xbd70108d01875299
function native.task._0xbd70108d01875299(p0: int): int
task_use_random_scenario_in_group
function native.task.task_use_random_scenario_in_group(ped: int, p1: int, p2: int, p3: int, p4: int): void
task_aim_gun_at_entity
function native.task.task_aim_gun_at_entity(ped: int, target_entity: int, duration: int, p3: bool, p4: int): void
task_turn_ped_to_face_entity
function native.task.task_turn_ped_to_face_entity(ped: int, target_entity: int, duration: int, p3: float, p4: float, p5: float): void
task_aim_gun_at_coord
function native.task.task_aim_gun_at_coord(ped: int, x: float, y: float, z: float, time: int, p5: bool, p6: bool): void
task_aim_at_coord
function native.task.task_aim_at_coord(ped: int, p1: int, p2: int, p3: int, p4: int, p5: int, p6: int): void
task_aim_at_entity
function native.task.task_aim_at_entity(ped: int, p1: int, p2: int, p3: int, p4: int): void
task_shoot_at_coord
function native.task.task_shoot_at_coord(ped: int, x: float, y: float, z: float, duration: int, firing_pattern: int, p6: int): void
task_shuffle_to_next_vehicle_seat
function native.task.task_shuffle_to_next_vehicle_seat(ped: int, vehicle: int): void
clear_ped_tasks
function native.task.clear_ped_tasks(ped: int, p1: bool, p2: bool): void
_0x1a7d63cb1b0bb223
function native.task._0x1a7d63cb1b0bb223(p0: int): void
_0xb2d15d3551fe4fae
function native.task._0xb2d15d3551fe4fae(p0: int): void
_0xdf94844d474f31e5
function native.task._0xdf94844d474f31e5(ped: int): void
_0xeba2081e0a5f4d17
function native.task._0xeba2081e0a5f4d17(p0: int): void
_0x141bc64c8d7c5529
function native.task._0x141bc64c8d7c5529(vehicle: int): void
clear_ped_secondary_task
function native.task.clear_ped_secondary_task(ped: int): void
task_everyone_leave_vehicle_in_order
function native.task.task_everyone_leave_vehicle_in_order(vehicle: int, p1: bool): void
task_investigate
function native.task.task_investigate(ped: int, p1: int, p2: int, p3: int, p4: int, p5: int): void
task_goto_entity_offset
function native.task.task_goto_entity_offset(ped: int, entity: int, p2: int, x: float, y: float, z: float, duration: int): void
task_goto_entity_offset_xy
function native.task.task_goto_entity_offset_xy(ped: int, entity: int, duration: int, target_radius: float, x_offset: float, y_offset: float, move_blend_ratio: float, offset_flags: int): void
task_goto_entity_offset_xyz
function native.task.task_goto_entity_offset_xyz(ped: int, p1: int, p2: int, p3: int, p4: int, p5: int, p6: int, p7: int, p8: int): void
task_goto_entity_offset_xy_aiming
function native.task.task_goto_entity_offset_xy_aiming(ped: int, p1: int, p2: int, p3: int, p4: int, p5: int, p6: int, p7: int, p8: int): void
task_goto_entity_offset_xyz_aiming
function native.task.task_goto_entity_offset_xyz_aiming(ped: int, p1: int, p2: int, p3: int, p4: int, p5: int, p6: int, p7: int, p8: int, p9: int): void
task_follow_entity_while_aiming_at_entity
function native.task.task_follow_entity_while_aiming_at_entity(ped: int, p1: int, p2: int, p3: int, p4: int, p5: int, p6: int, p7: int): void
task_turn_ped_to_face_coord
function native.task.task_turn_ped_to_face_coord(ped: int, x: float, y: float, z: float, duration: int): void
task_vehicle_temp_action
Documentation from GTA V, might be the same in RDR:
'1 - brake '3 - brake + reverse '4 - turn left 90 + braking '5 - turn right 90 + braking '6 - brake strong (handbrake?) until time ends '7 - turn left + accelerate '7 - turn right + accelerate '9 - weak acceleration '10 - turn left + restore wheel pos to center in the end '11 - turn right + restore wheel pos to center in the end '13 - turn left + go reverse '14 - turn left + go reverse '16 - crash the game after like 2 seconds :) '17 - keep actual state, game crashed after few tries '18 - game crash '19 - strong brake + turn left/right '20 - weak brake + turn left then turn right '21 - weak brake + turn right then turn left '22 - brake + reverse '23 - accelerate fast '24 - brake '25 - brake turning left then when almost stopping it turns left more '26 - brake turning right then when almost stopping it turns right more '27 - brake until car stop or until time ends '28 - brake + strong reverse acceleration '30 - performs a burnout (brake until stop + brake and accelerate) '31 - accelerate + handbrake '32 - accelerate very strong
Seems to be this: Works on NPCs, but overrides their current task. If inside a task sequence (and not being the last task), "time" will work, otherwise the task will be performed forever until tasked with something else
function native.task.task_vehicle_temp_action(driver: int, vehicle: int, action: int, time: int): void
task_vehicle_mission
function native.task.task_vehicle_mission(driver: int, vehicle: int, vehicle_target: int, mission_type: int, p4: float, p5: int, p6: float, p7: float, drive_against_traffic: bool): void
task_vehicle_drive_to_destination
function native.task.task_vehicle_drive_to_destination(driver: int, vehicle: int, x: float, y: float, z: float, speed: float, driving_flags: int, p7: int, stopping_range1: float, stopping_range2: float, p10: bool): void
_task_vehicle_drive_to_destination_2
function native.task._task_vehicle_drive_to_destination_2(vehicle: int, x: float, y: float, z: float, speed: float, p5: int, p6: int, p7: float, p8: float): void
_task_vehicle_flee_on_cleanup
function native.task._task_vehicle_flee_on_cleanup(vehicle: int, p1: float, p2: float, p3: float, speed: float, type: int): void
task_vehicle_drive_straight_to_point
function native.task.task_vehicle_drive_straight_to_point(driver: int, vehicle: int, x: float, y: float, z: float, p5: float, p6: float, flag: int): void
_task_vehicle_drive_to_point_2
function native.task._task_vehicle_drive_to_point_2(vehicle: int, x: float, y: float, z: float, p4: float, p5: float, p6: int): void
_0x1d125814ebc517eb
function native.task._0x1d125814ebc517eb(p0: int, p1: int, p2: int, p3: int): void
_0x583ae9af9cee0958
function native.task._0x583ae9af9cee0958(vehicle: int, x: float, y: float, z: float): bool
task_vehicle_mission_ped_target
function native.task.task_vehicle_mission_ped_target(ped: int, vehicle: int, ped_target: int, mode: int, max_speed: float, driving_style: int, min_distance: float, p7: float, drive_against_traffic: bool): void
_0xa263adbbc8056214
function native.task._0xa263adbbc8056214(p0: int, p1: int): void
task_vehicle_escort
function native.task.task_vehicle_escort(ped: int, vehicle: int, target_vehicle: int, mode: int, speed: float, driving_style: int, min_distance: float, p7: int, no_roads_distance: float): void
task_boat_mission
function native.task.task_boat_mission(ped_driver: int, boat: int, p2: int, p3: int, x: float, y: float, z: float, p7: int, max_speed: float, driving_style: int, p10: float, p11: int): void
task_weapon
function native.task.task_weapon(ped: int): void
task_drive_by
function native.task.task_drive_by(driver_ped: int, target_ped: int, target_vehicle: int, target_x: float, target_y: float, target_z: float, distance_to_shoot: float, ped_accuracy: int, p8: bool, firing_pattern: int): void
set_driveby_task_target
function native.task.set_driveby_task_target(shooting_ped: int, target_ped: int, target_vehicle: int, x: float, y: float, z: float): void
clear_driveby_task_underneath_driving_task
function native.task.clear_driveby_task_underneath_driving_task(ped: int): void
is_driveby_task_underneath_driving_task
function native.task.is_driveby_task_underneath_driving_task(ped: int): bool
get_is_ped_aiming_in_the_air
function native.task.get_is_ped_aiming_in_the_air(ped: int): bool
_set_ped_clear_aiming_in_the_air
function native.task._set_ped_clear_aiming_in_the_air(ped: int, p1: int): void
is_mounted_weapon_task_underneath_driving_task
function native.task.is_mounted_weapon_task_underneath_driving_task(ped: int): bool
task_warp_ped_into_vehicle
function native.task.task_warp_ped_into_vehicle(ped: int, vehicle: int, seat: int): void
task_shoot_at_entity
function native.task.task_shoot_at_entity(entity: int, target_entity: int, duration: int, firing_pattern: int, affect_cocked_state: bool): void
task_shoot_with_weapon
function native.task.task_shoot_with_weapon(ped: int, args: ptr int): void
_0x2416ec2f31f75266
function native.task._0x2416ec2f31f75266(entity: int, target_entity: int, duration: int, p3: int, p4: int): void
_0x41323f4e0c4ae94b
function native.task._0x41323f4e0c4ae94b(p0: int, p1: int, p2: int, p3: int, p4: int, p5: int, p6: int): void
_0x5ea655f01d93667a
function native.task._0x5ea655f01d93667a(p0: int): int
task_climb
function native.task.task_climb(ped: int, unused: bool): void
_task_climb_2
function native.task._task_climb_2(ped: int, heading: float): void
task_climb_ladder
function native.task.task_climb_ladder(ped: int, p1: float, p2: bool, p3: bool): void
clear_ped_tasks_immediately
Immediately stops the pedestrian from whatever it's doing. They stop fighting, animations, etc. they forget what they were doing.
resetCrouch TRUE = ped will stand up if crouching, FALSE = ped will remain crouching if crouched
function native.task.clear_ped_tasks_immediately(ped: int, p1: bool, reset_crouch: bool): void
task_perform_sequence_from_progress
function native.task.task_perform_sequence_from_progress(ped: int, p1: int, p2: int, p3: int): void
set_ped_desired_move_blend_ratio
function native.task.set_ped_desired_move_blend_ratio(ped: int, p1: float): void
get_ped_desired_move_blend_ratio
function native.task.get_ped_desired_move_blend_ratio(ped: int): float
task_goto_entity_aiming
function native.task.task_goto_entity_aiming(ped: int, target: int, distance_to_stop_at: float, start_aiming_dist: float): void
task_set_sphere_defensive_area
function native.task.task_set_sphere_defensive_area(ped: int, p1: float, p2: float, p3: float, p4: float): void
task_clear_defensive_area
function native.task.task_clear_defensive_area(ped: int): void
task_ped_slide_to_coord
function native.task.task_ped_slide_to_coord(ped: int, x: float, y: float, z: float, heading: float, p5: float): void
_0x9420fb11b8d77948
function native.task._0x9420fb11b8d77948(p0: int): int
_0x6ba606ab3a83bc4d
function native.task._0x6ba606ab3a83bc4d(p0: int): int
add_cover_point
function native.task.add_cover_point(p0: float, p1: float, p2: float, p3: float, p4: int, p5: int, p6: int, p7: bool): int
_0x59872ea4cbd11c56
function native.task._0x59872ea4cbd11c56(p0: int, p1: int, p2: int, p3: int, p4: int, p5: int, p6: int, p7: int, p8: int): int
remove_cover_point
function native.task.remove_cover_point(coverpoint: int): void
does_scripted_cover_point_exist_at_coords
function native.task.does_scripted_cover_point_exist_at_coords(p0: int, p1: int, p2: int, p3: int): bool
get_scripted_cover_point_coords
function native.task.get_scripted_cover_point_coords(coverpoint: int): vec3
_0xe116f6f2da2d777e
function native.task._0xe116f6f2da2d777e(p0: int): vec3
_0x50aa09a0da64e73c
function native.task._0x50aa09a0da64e73c(p0: int, p1: int, p2: int, p3: int, p4: int, p5: int, p6: int): void
_0xe5831aa1e2fd147c
function native.task._0xe5831aa1e2fd147c(p0: int): void
task_combat_ped
function native.task.task_combat_ped(ped: int, target_ped: int, p2: int, p3: int): void
task_combat_ped_timed
function native.task.task_combat_ped_timed(ped: int, target_ped: int, p2: int, p3: int): void
_task_combat_ped_3
function native.task._task_combat_ped_3(p0: int, p1: int, p2: int, p3: int, p4: int, p5: int): void
task_seek_cover_from_pos
function native.task.task_seek_cover_from_pos(ped: int, x: float, y: float, z: float, duration: int, p5: int, p6: int, p7: int): void
task_seek_cover_from_ped
function native.task.task_seek_cover_from_ped(ped: int, from_ped: int, duration: int, p3: int, p4: int, p5: int): void
task_seek_cover_to_cover_point
function native.task.task_seek_cover_to_cover_point(ped: int, p1: int, p2: int, p3: int, p4: int, p5: int, p6: int, p7: int, p8: int): void
task_seek_cover_to_coords
function native.task.task_seek_cover_to_coords(ped: int, p1: int, p2: int, p3: int, p4: int, p5: int, p6: int, p7: int, p8: int, p9: int, p10: int): void
task_put_ped_directly_into_cover
function native.task.task_put_ped_directly_into_cover(ped: int, x: float, y: float, z: float, timeout: int, p5: bool, p6: float, p7: int, p8: int, coverpoint: int, p10: bool, p11: bool, p12: int): void
_task_put_ped_directly_into_cover_from_coords
function native.task._task_put_ped_directly_into_cover_from_coords(ped: int, x: float, y: float, z: float, from_x: float, from_y: float, from_z: float, timeout: int, p8: int, p9: int, p10: int, p11: int, p12: int, p13: int, p14: int, p15: int, p16: int, p17: int): void
task_put_ped_directly_into_melee
function native.task.task_put_ped_directly_into_melee(ped: int, melee_target: int, melee_style: int, p3: float, anim_blend_ratio: float, p5: bool, p6: int): void
task_put_ped_directly_into_grapple
function native.task.task_put_ped_directly_into_grapple(ped: int, grapple_target: int, grapple_style: int, p3: float, p4: float, p5: bool, p6: int): void
task_companion_ambient
function native.task.task_companion_ambient(ped: int, p1: int): void
_0x098036cab8373d36
function native.task._0x098036cab8373d36(p0: int): void
_0x10c44f633e2d6d9e
function native.task._0x10c44f633e2d6d9e(p0: int): void
_0x7fb78b2199c10e92
function native.task._0x7fb78b2199c10e92(p0: int): void
task_guard
function native.task.task_guard(ped: int, p1: int, p2: int): void
task_guard_current_position
function native.task.task_guard_current_position(ped: int, p1: float, p2: float, p3: bool): void
_task_guard_assigned_defensive_area_2
function native.task._task_guard_assigned_defensive_area_2(ped: int, p1: int, p2: int, p3: int, p4: int, p5: int, p6: int, p7: int): void
task_guard_assigned_defensive_area
function native.task.task_guard_assigned_defensive_area(ped: int, p1: float, p2: float, p3: float, p4: float, p5: float, p6: int): void
task_stand_guard
function native.task.task_stand_guard(ped: int, x: float, y: float, z: float, heading: float, scenario_name: string): void
set_drive_task_cruise_speed
function native.task.set_drive_task_cruise_speed(driver: int, cruise_speed: float): void
set_drive_task_max_cruise_speed
function native.task.set_drive_task_max_cruise_speed(ped: int, max_cruise_speed: float): void
add_cover_blocking_area
function native.task.add_cover_blocking_area(player_x: float, player_y: float, player_z: float, radius_x: float, radius_y: float, radius_z: float, p6: bool, p7: bool, p8: bool, p9: bool): void
_add_cover_blocking_volume
function native.task._add_cover_blocking_volume(volume: int, p1: bool, p2: bool, p3: bool, p4: bool): void
remove_all_cover_blocking_areas
function native.task.remove_all_cover_blocking_areas(): void
_0x2a10538d0a005e81
function native.task._0x2a10538d0a005e81(p0: int, p1: int): void
_0x4f57397388e1dff8
function native.task._0x4f57397388e1dff8(): void
task_rob_ped
function native.task.task_rob_ped(ped: int, p1: int, p2: int, p3: int, p4: int): void
_0xbedbe39b5fd98fd6
function native.task._0xbedbe39b5fd98fd6(ped: int): bool
create_scenario_point_hash
function native.task.create_scenario_point_hash(scenario_hash: int, x: float, y: float, z: float, heading: float, p5: int, p6: int, p7: bool): int
create_scenario_point_hash_attached_to_entity
function native.task.create_scenario_point_hash_attached_to_entity(entity: int, scenario_hash: int, x: float, y: float, z: float, heading: float, p6: int, p7: int, p8: bool): int
_does_scenario_point_have_props
function native.task._does_scenario_point_have_props(scenario: int): bool
get_prop_for_scenario_point
function native.task.get_prop_for_scenario_point(scenario_point: int, name: string): int
_associate_prop_with_scenario
function native.task._associate_prop_with_scenario(scenario: int, entity: int, prop_name: string, p3: bool): bool
_set_scenario_point_flag
function native.task._set_scenario_point_flag(scenario: int, flag: int, value: bool): void
_is_scenario_point_flag_set
function native.task._is_scenario_point_flag_set(scenario: int, flag: int): bool
_0xadc45010bc17af0e
function native.task._0xadc45010bc17af0e(p0: int, p1: int): void
_0x974da3408dec4e79
function native.task._0x974da3408dec4e79(p0: int): int
_disassociate_prop_from_scenario
function native.task._disassociate_prop_from_scenario(scenario: int, prop_name: string): bool
does_scenario_point_exist
function native.task.does_scenario_point_exist(scenario: int): bool
_0x22cd2c33ed4467a1
function native.task._0x22cd2c33ed4467a1(p0: int): int
_get_scenario_point_entity
function native.task._get_scenario_point_entity(scenario: int): int
_get_ped_using_scenario_point
function native.task._get_ped_using_scenario_point(scenario: int): int
_get_scenario_point_coords
function native.task._get_scenario_point_coords(scenario: int, p1: bool): vec3
_0x91cb5e431f579ba1
function native.task._0x91cb5e431f579ba1(p0: int): vec3
_0x370f57c47f68ebca
function native.task._0x370f57c47f68ebca(p0: int): int
_get_scenario_point_heading
function native.task._get_scenario_point_heading(scenario: int, p1: bool): float
_get_scenario_point_radius
function native.task._get_scenario_point_radius(scenario: int): float
_set_scenario_point_coords
function native.task._set_scenario_point_coords(scenario: int, x_pos: float, y_pos: float, z_pos: float, p4: bool): void
_set_scenario_point_heading
function native.task._set_scenario_point_heading(scenario: int, heading: float, p2: bool): void
_set_scenario_point_radius
function native.task._set_scenario_point_radius(scenario: int, radius: float): void
_0xa7479fb665361edb
function native.task._0xa7479fb665361edb(p0: int, p1: int): void
_0xe69fda40aac3efc0
function native.task._0xe69fda40aac3efc0(p0: int, p1: int): void
get_scenario_points_in_area
function native.task.get_scenario_points_in_area(pos_x: float, pos_y: float, pos_z: float, radius: float, scenarios_in_radius: ptr int, size: int): int
_0xefd875c2791ebefd
function native.task._0xefd875c2791ebefd(p0: int, p1: int, p2: int, p3: int): int
_0x152664aa3188b193
function native.task._0x152664aa3188b193(p0: int, p1: int, p2: int, p3: int, p4: int, p5: int): int
_0xe7bbc4e56b989449
function native.task._0xe7bbc4e56b989449(p0: int, p1: int, p2: int): int
_get_scenario_point_ped_is_using
function native.task._get_scenario_point_ped_is_using(ped: int, p1: bool): int
get_ransack_scenario_point_ped_is_using
function native.task.get_ransack_scenario_point_ped_is_using(ped: int): int
_set_scenario_container_opening_state
function native.task._set_scenario_container_opening_state(entity: int, open: bool): void
_0xa9e7672f8c6c6f74
function native.task._0xa9e7672f8c6c6f74(p0: int): int
_0x0a98a362c5a19a43
function native.task._0x0a98a362c5a19a43(p0: int): int
_0x849791ebbdba0362
function native.task._0x849791ebbdba0362(p0: int): int
_0x640a602946a8c972
function native.task._0x640a602946a8c972(p0: int): int
_0x01af8a3729231a43
function native.task._0x01af8a3729231a43(p0: int): int
_get_scenario_container_opening_state
function native.task._get_scenario_container_opening_state(entity: int): bool
_reset_scenario_for_entity
function native.task._reset_scenario_for_entity(scenario: int, entity: int): void
_0x4161648394262fdf
function native.task._0x4161648394262fdf(p0: int, p1: int, p2: int, p3: int): void
_0x9c8f42a5d1859dc1
function native.task._0x9c8f42a5d1859dc1(p0: int): void
_delete_scenario_point
function native.task._delete_scenario_point(scenario: int): void
task_use_scenario_point
function native.task.task_use_scenario_point(ped: int, scenario: int, conditional_anim: string, p3: int, p4: bool, p5: bool, p6: int, p7: bool, p8: float, p9: bool): void
_task_use_scenario_point_2
function native.task._task_use_scenario_point_2(ped: int, ped2: int, p2: int, p3: string, p4: int, p5: int, p6: float, p7: bool): void
task_start_scenario_in_place_hash
https://github.com/femga/rdr3_discoveries/blob/master/animations/scenarios Params: duration in milliseconds
conditionalHash (optionally): 0 = play random conditional anim. Every conditional anim has requirements to play it. If requirements are not met, ped plays random allowed conditional anim or can be stuck. For example, this scenario type has possible conditional anim WORLD_HUMAN_LEAN_BACK_WALL_SMOKING_MALE_D, but it can not be played by player, because condition is set to NOT be CAIConditionIsPlayer (check file amb_rest.meta and amb_rest_CA.meta with OPENIV to clarify requirements).
function native.task.task_start_scenario_in_place_hash(ped: int, scenario_hash: int, duration: int, play_enter_anim: bool, conditional_hash: int, heading: float, p6: bool): void
_task_start_scenario_in_place_2
function native.task._task_start_scenario_in_place_2(ped: int, p1: int, p2: string, p3: int, p4: bool, p5: float, p6: bool): void
task_start_scenario_at_position
function native.task.task_start_scenario_at_position(ped: int, scenario_hash: int, x: float, y: float, z: float, heading: float, duration: int, sitting_scenario: bool, teleport: bool, p9: string, p10: float, p11: bool): void
_0xf97f462779b31786
function native.task._0xf97f462779b31786(p0: int): int
_0x6c269f673c47031e
function native.task._0x6c269f673c47031e(p0: int): int
_0x9667cce29bfa0780
function native.task._0x9667cce29bfa0780(p0: int): void
_0x00ffe0f85253c572
function native.task._0x00ffe0f85253c572(p0: int): int
_task_use_nearest_scenario_to_coord
function native.task._task_use_nearest_scenario_to_coord(ped: int, x: float, y: float, z: float, distance: float, duration: int, p6: bool, p7: bool, p8: bool, p9: bool): void
task_use_nearest_scenario_to_coord_warp
function native.task.task_use_nearest_scenario_to_coord_warp(ped: int, x: float, y: float, z: float, distance: float, duration: int, p6: bool, p7: bool, p8: bool, p9: bool): void
task_use_nearest_train_scenario_to_coord_warp
function native.task.task_use_nearest_train_scenario_to_coord_warp(ped: int, x: float, y: float, z: float, distance: float): void
task_use_nearest_scenario_chain_to_coord
function native.task.task_use_nearest_scenario_chain_to_coord(ped: int, x: float, y: float, z: float, distance: float, p5: bool, p6: bool, p7: bool, p8: bool): void
task_use_nearest_scenario_chain_to_coord_warp
function native.task.task_use_nearest_scenario_chain_to_coord_warp(ped: int, x: float, y: float, z: float, distance: float, p5: bool, p6: bool, p7: bool, p8: bool): void
_0xfdecca06e8b81346
function native.task._0xfdecca06e8b81346(ped: int): int
_0x2d657b10f211c572
function native.task._0x2d657b10f211c572(ped: int, p1: float): int
task_ride_train
function native.task.task_ride_train(ped: int, train: int, scenario_point: int, scenario_hash: int): void
_0x79197f7d2bb5e73a
function native.task._0x79197f7d2bb5e73a(p0: int, p1: int, p2: int, p3: int, p4: int, p5: int): int
does_scenario_exist_in_area
function native.task.does_scenario_exist_in_area(x: float, y: float, z: float, radius: float, p4: bool, p5: int, p6: bool): bool
does_scenario_of_type_exist_in_area_hash
function native.task.does_scenario_of_type_exist_in_area_hash(x: float, y: float, z: float, type_hash: int, radius: float, p5: bool): bool
find_scenario_of_type_hash
function native.task.find_scenario_of_type_hash(x_pos: float, y_pos: float, z_pos: float, scenario_type: int, distance: float, p5: int, p6: bool): int
_0x0d322aef8878b8fe
function native.task._0x0d322aef8878b8fe(p0: int, p1: int): void
_0xd508fa229f1c4900
function native.task._0xd508fa229f1c4900(p0: int, p1: int, p2: int, p3: int, p4: int, p5: int): int
_0xb8e213d02f37947d
function native.task._0xb8e213d02f37947d(p0: int, p1: int, p2: int, p3: int, p4: int, p5: int, p6: int): void
is_scenario_occupied
function native.task.is_scenario_occupied(p0: float, p1: float, p2: float, p3: float, p4: bool): bool
_0x1acbc313966c21f3
function native.task._0x1acbc313966c21f3(scenario: int): int
ped_has_use_scenario_task
function native.task.ped_has_use_scenario_task(ped: int): bool
_ped_is_in_scenario_base
function native.task._ped_is_in_scenario_base(ped: int): bool
_0x90703a8f75ee4abd
function native.task._0x90703a8f75ee4abd(p0: int, p1: int): int
_0xd999e379265a4501
function native.task._0xd999e379265a4501(p0: int, p1: int, p2: int): void
play_anim_on_running_scenario
function native.task.play_anim_on_running_scenario(ped: int, anim_dict: string, anim_name: string): void
_0x74f0209674864cbd
function native.task._0x74f0209674864cbd(): int
_0xe1c105e6bba48270
function native.task._0xe1c105e6bba48270(): int
_0x1ac5a8ab50cfaa33
function native.task._0x1ac5a8ab50cfaa33(p0: int): int
_0xbeefbb608d2aa68a
function native.task._0xbeefbb608d2aa68a(p0: int): void
_0x19bc99c678fba139
function native.task._0x19bc99c678fba139(p0: int, p1: int, p2: int): void
_0x5d9b0baaf04cf65b
function native.task._0x5d9b0baaf04cf65b(p0: int, p1: int, p2: int, p3: int): void
_0x9b6a58fdb0024f12
function native.task._0x9b6a58fdb0024f12(p0: int, p1: int): void
_0xbc3f847ae2c3dc65
function native.task._0xbc3f847ae2c3dc65(p0: int, p1: int): void
_0x450080ddedb91258
function native.task._0x450080ddedb91258(p0: int, p1: int): void
_0x954451ea2d2120fb
function native.task._0x954451ea2d2120fb(p0: int, p1: int): void
_0x0f4f6c4ce471259d
function native.task._0x0f4f6c4ce471259d(p0: int, p1: int): void
_0xb8e3486d107f4194
function native.task._0xb8e3486d107f4194(p0: int, p1: int): void
_0x827a58ced9d4d5b4
function native.task._0x827a58ced9d4d5b4(p0: int, p1: int): void
_0x4a7d73989f52eb37
function native.task._0x4a7d73989f52eb37(p0: int, p1: int): void
_0xb79817db31ff72b9
function native.task._0xb79817db31ff72b9(p0: int, p1: int): void
_0x65d281985f2bdfc2
function native.task._0x65d281985f2bdfc2(p0: int, p1: int): void
_0x885d19ac2b6fbff4
function native.task._0x885d19ac2b6fbff4(p0: int, p1: int): void
_0x2064b33f6e6b92d4
function native.task._0x2064b33f6e6b92d4(p0: int, p1: int, p2: int, p3: int): void
_0xce4e669400e5f8aa
function native.task._0xce4e669400e5f8aa(p0: int, p1: int, p2: int, p3: int): void
_0x2eb977293923c723
function native.task._0x2eb977293923c723(p0: int, p1: int): void
_0xe9225354fb7437a7
function native.task._0xe9225354fb7437a7(p0: int, p1: int): void
_0x764db5a48390fbad
function native.task._0x764db5a48390fbad(p0: int, p1: int): void
_0x8f8c84363810691a
function native.task._0x8f8c84363810691a(p0: int, p1: int): void
_0xff8afca532b500d4
function native.task._0xff8afca532b500d4(p0: int, p1: int): void
_0xfe5d28b9b7837cc1
function native.task._0xfe5d28b9b7837cc1(p0: int, p1: int, p2: int, p3: int): int
_0x2b8af29a78024bd3
function native.task._0x2b8af29a78024bd3(p0: int): void
_0x0365000d8bf86531
function native.task._0x0365000d8bf86531(p0: int): int
_0x865732725536ee39
function native.task._0x865732725536ee39(p0: int): vec3
_0x0e184495b27bb57d
function native.task._0x0e184495b27bb57d(): void
does_scenario_group_exist
function native.task.does_scenario_group_exist(scenario_group: string): bool
_does_scenario_group_exist_hash
function native.task._does_scenario_group_exist_hash(scenario_group: int): bool
is_scenario_group_enabled
function native.task.is_scenario_group_enabled(scenario_group: string): bool
_is_scenario_group_enabled_hash
function native.task._is_scenario_group_enabled_hash(scenario_group: int): bool
set_scenario_group_enabled
function native.task.set_scenario_group_enabled(scenario_group: string, toggle: bool): void
_set_scenario_group_enabled_hash
function native.task._set_scenario_group_enabled_hash(scenario_group: int, toggle: bool): void
reset_scenario_groups_enabled
function native.task.reset_scenario_groups_enabled(): void
_0x358a1a751b335a11
function native.task._0x358a1a751b335a11(p0: int): void
force_scenario_group_priority
function native.task.force_scenario_group_priority(p0: int, p1: int): void
_0xe55478c5edf70ac2
function native.task._0xe55478c5edf70ac2(p0: int): int
_is_scenario_point_active
function native.task._is_scenario_point_active(scenario: int): bool
_set_scenario_point_active
function native.task._set_scenario_point_active(scenario: int, active: bool): void
_reset_scenario_script
function native.task._reset_scenario_script(scenario: int): void
is_scenario_type_enabled
function native.task.is_scenario_type_enabled(scenario_type: string): bool
set_scenario_type_enabled
function native.task.set_scenario_type_enabled(scenario_type: string, toggle: bool): void
_set_scenario_type_enabled_hash
function native.task._set_scenario_type_enabled_hash(scenario_type: int, toggle: bool): void
reset_scenario_types_enabled
function native.task.reset_scenario_types_enabled(): void
_get_scenario_point_type_ped_is_using
function native.task._get_scenario_point_type_ped_is_using(ped: int): int
_get_scenario_point_type
function native.task._get_scenario_point_type(scenario: int): int
is_ped_active_in_scenario
function native.task.is_ped_active_in_scenario(ped: int, scenario: int): bool
is_ped_exiting_scenario
function native.task.is_ped_exiting_scenario(ped: int, p1: bool): bool
_0x2c497bdef897c6df
function native.task._0x2c497bdef897c6df(p0: int): int
task_combat_hated_targets_in_area
function native.task.task_combat_hated_targets_in_area(ped: int, x: float, y: float, z: float, radius: float, flags: int, p6: int): void
task_combat_hated_targets_no_los_test
function native.task.task_combat_hated_targets_no_los_test(ped: int, radius: float): void
task_combat_hated_targets_around_ped
function native.task.task_combat_hated_targets_around_ped(ped: int, radius: float, flags: int, p3: int): void
task_combat_hated_targets_around_ped_timed
function native.task.task_combat_hated_targets_around_ped_timed(ped: int, radius: float, time: int, flags: int): void
task_combat_hated_targets
function native.task.task_combat_hated_targets(ped: int, radius: float): void
_0x30b391915538ebe2
function native.task._0x30b391915538ebe2(p0: int): void
task_throw_projectile
function native.task.task_throw_projectile(ped: int, p1: int, p2: int, p3: int): void
_task_throw_projectile_2
function native.task._task_throw_projectile_2(p0: int, p1: int, p2: int, p3: int): void
task_whistle_anim
function native.task.task_whistle_anim(ped: int, aud_ped_whistle_type: int, p2: int): void
task_swap_weapon
function native.task.task_swap_weapon(ped: int, p1: int, p2: int, p3: int, p4: int): void
_0x0000a8acdc2e1b6a
function native.task._0x0000a8acdc2e1b6a(p0: int, p1: int): void
task_reload_weapon
function native.task.task_reload_weapon(ped: int, unused: bool): void
task_pick_up_weapon
function native.task.task_pick_up_weapon(ped: int, p1: int): void
is_ped_getting_up
function native.task.is_ped_getting_up(ped: int): bool
task_animal_writhe
function native.task.task_animal_writhe(ped: int, p1: int, p2: int): void
_task_animal_bleed_out
function native.task._task_animal_bleed_out(ped: int, killer: int, p2: bool, weapon_hash: int, p4: int, p5: int): void
is_ped_in_writhe
function native.task.is_ped_in_writhe(ped: int): bool
_0x3f8387db1b9f31b7
function native.task._0x3f8387db1b9f31b7(p0: int, p1: int): int
_0x756c7b4c43df0422
function native.task._0x756c7b4c43df0422(p0: int): int
_0x351f74ed6177ebe7
function native.task._0x351f74ed6177ebe7(): int
_0x6c50b9dccca70023
function native.task._0x6c50b9dccca70023(p0: int): int
task_revive_target
function native.task.task_revive_target(ped: int, reviver: int, tool: int): void
open_patrol_route
function native.task.open_patrol_route(patrol_route: string): void
close_patrol_route
function native.task.close_patrol_route(): void
add_patrol_route_node
function native.task.add_patrol_route_node(node_id: int, scenario_name: string, x: float, y: float, z: float, look_pos_x: float, look_pos_y: float, look_pos_z: float, duration: int, p9: bool): void
add_patrol_route_link
function native.task.add_patrol_route_link(node1: int, node2: int): void
create_patrol_route
function native.task.create_patrol_route(): void
delete_patrol_route
function native.task.delete_patrol_route(patrol_route: string): void
_0x643fd1556f621772
function native.task._0x643fd1556f621772(p0: int, p1: int, p2: int): int
task_patrol
function native.task.task_patrol(ped: int, patrol_route: string, p2: int, p3: bool, p4: bool): void
_task_patrol_2
function native.task._task_patrol_2(p0: int, p1: int, p2: int, p3: int, p4: int, p5: int, p6: int, p7: int): void
task_stay_in_cover
function native.task.task_stay_in_cover(ped: int): void
task_vehicle_shoot_at_ped
function native.task.task_vehicle_shoot_at_ped(ped: int, target: int, p2: float): void
task_vehicle_aim_at_ped
function native.task.task_vehicle_aim_at_ped(ped: int, target: int): void
task_vehicle_shoot_at_coord
function native.task.task_vehicle_shoot_at_coord(ped: int, x: float, y: float, z: float, p4: float): void
_0xaf2ef28ce3084505
function native.task._0xaf2ef28ce3084505(p0: int, p1: int, p2: int, p3: int): void
task_vehicle_aim_at_coord
function native.task.task_vehicle_aim_at_coord(ped: int, x: float, y: float, z: float): void
task_vehicle_goto_navmesh
function native.task.task_vehicle_goto_navmesh(ped: int, vehicle: int, x: float, y: float, z: float, speed: float, behavior_flag: int, stopping_range: float): void
task_go_to_coord_while_aiming_at_coord
function native.task.task_go_to_coord_while_aiming_at_coord(ped: int, p1: int, p2: int, p3: int, p4: int, p5: int, p6: int, p7: int, p8: int, p9: int, p10: int, p11: int, p12: int, p13: int, p14: int, p15: int): void
task_go_to_coord_while_aiming_at_coord_using_combat_style
function native.task.task_go_to_coord_while_aiming_at_coord_using_combat_style(ped: int, p1: int, p2: int, p3: int, p4: int, p5: int, p6: int, p7: int, p8: int, p9: int, p10: int, p11: int, p12: int, p13: int, p14: int, p15: int): void
task_go_to_coord_while_aiming_at_entity
function native.task.task_go_to_coord_while_aiming_at_entity(ped1: int, x: float, y: float, z: float, ped2: int, p5: float, p6: int, p7: float, p8: float, p9: int, p10: int, p11: int, firing_pattern: int, p13: int, p14: int): void
task_go_to_coord_while_aiming_at_entity_using_combat_style
function native.task.task_go_to_coord_while_aiming_at_entity_using_combat_style(ped: int, p1: int, p2: int, p3: int, p4: int, p5: int, p6: int, p7: int, p8: int, p9: int, p10: int, p11: int, p12: int, p13: int, p14: int): void
task_go_to_entity_while_aiming_at_entity
function native.task.task_go_to_entity_while_aiming_at_entity(ped: int, p1: int, p2: int, p3: int, p4: int, p5: int, p6: int, p7: int, p8: int, p9: int, p10: int): void
task_go_to_entity_while_aiming_at_entity_using_combat_style
function native.task.task_go_to_entity_while_aiming_at_entity_using_combat_style(ped: int, p1: int, p2: int, p3: int, p4: int, p5: int, p6: int, p7: int, p8: int, p9: int, p10: int): void
task_go_to_coord_and_aim_at_hated_entities_near_coord
function native.task.task_go_to_coord_and_aim_at_hated_entities_near_coord(ped: int, go_to_location_x: float, go_to_location_y: float, go_to_location_z: float, focus_location_x: float, focus_location_y: float, focus_location_z: float, speed: float, shoot_at_enemies: bool, distance_to_stop_at: float, no_roads_distance: float, unk_true: bool, unk_flag: int, aiming_flag: int, firing_pattern: int): void
task_go_to_coord_and_aim_at_hated_entities_near_coord_using_combat_style
function native.task.task_go_to_coord_and_aim_at_hated_entities_near_coord_using_combat_style(ped: int, p1: int, p2: int, p3: int, p4: int, p5: int, p6: int, p7: int, p8: int, p9: int, p10: int, p11: int, p12: int, p13: int, p14: int): void
set_high_fall_task
function native.task.set_high_fall_task(ped: int, p1: int, p2: int, p3: int): void
_0x5217b7b6db78e1f3
function native.task._0x5217b7b6db78e1f3(p0: int, p1: int, p2: int, p3: int, p4: int): void
request_waypoint_recording
function native.task.request_waypoint_recording(waypoint_recording: string): void
get_is_waypoint_recording_loaded
function native.task.get_is_waypoint_recording_loaded(waypoint_recording: string): bool
remove_waypoint_recording
function native.task.remove_waypoint_recording(waypoint_recording: string): void
_0xf718931a82eeb898
function native.task._0xf718931a82eeb898(): void
waypoint_recording_get_num_points
function native.task.waypoint_recording_get_num_points(waypoint_recording: string, points: ptr int): bool
waypoint_recording_get_coord
function native.task.waypoint_recording_get_coord(waypoint_recording: string, point: int, coord: ref vec3): bool
waypoint_recording_get_speed_at_point
function native.task.waypoint_recording_get_speed_at_point(waypoint_recording: string, point: int): float
waypoint_recording_get_closest_waypoint
function native.task.waypoint_recording_get_closest_waypoint(waypoint_recording: string, x: float, y: float, z: float, point: ptr int): bool
task_follow_waypoint_recording_advanced
function native.task.task_follow_waypoint_recording_advanced(ped: int, p1: int): void
task_follow_waypoint_recording
function native.task.task_follow_waypoint_recording(ped: int, waypoint_recording: string, p2: int, flag: int, p4: int, p5: bool, p6: int, p7: int): void
task_follow_waypoint_recording_at_offset
function native.task.task_follow_waypoint_recording_at_offset(ped: int, waypoint_recording: string, p2: float, p3: int, p4: int, p5: int, p6: bool): void
task_follow_entity_along_waypoint_recording_at_offset
function native.task.task_follow_entity_along_waypoint_recording_at_offset(ped0: int, ped1: int, waypoint_recording: string, p3: float, p4: float, p5: int, p6: int, p7: int, p8: bool): void
is_waypoint_playback_going_on_for_ped
function native.task.is_waypoint_playback_going_on_for_ped(ped: int, waypoint_recording: string): bool
get_ped_waypoint_progress
function native.task.get_ped_waypoint_progress(ped: int): int
get_ped_waypoint_distance
function native.task.get_ped_waypoint_distance(ped: int): float
set_ped_waypoint_route_offset
function native.task.set_ped_waypoint_route_offset(ped: int, p1: float, p2: float, p3: float): int
get_waypoint_distance_along_route
function native.task.get_waypoint_distance_along_route(waypoint_recording: string, p1: int): float
_0x3acc128510142b9d
function native.task._0x3acc128510142b9d(waypoint_recording: string, x: float, y: float, z: float): float
waypoint_playback_get_is_paused
function native.task.waypoint_playback_get_is_paused(ped: int): bool
waypoint_playback_get_is_aiming
function native.task.waypoint_playback_get_is_aiming(ped: int): bool
waypoint_playback_get_is_shooting
function native.task.waypoint_playback_get_is_shooting(ped: int): bool
waypoint_playback_pause
function native.task.waypoint_playback_pause(ped: int, p1: int, p2: int, p3: int): void
waypoint_playback_resume
function native.task.waypoint_playback_resume(ped: int, p1: bool, p2: int, p3: int): void
waypoint_playback_override_speed
function native.task.waypoint_playback_override_speed(ped: int, speed: float, p2: int, p3: int, p4: int): void
waypoint_playback_use_default_speed
function native.task.waypoint_playback_use_default_speed(ped: int): void
get_ped_waypoint_override_speed
function native.task.get_ped_waypoint_override_speed(ped: int): float
use_waypoint_recording_as_assisted_movement_route
function native.task.use_waypoint_recording_as_assisted_movement_route(waypoint_recording: string, p1: bool, p2: float, p3: float, p4: bool): void
waypoint_playback_start_aiming_at_ped
function native.task.waypoint_playback_start_aiming_at_ped(p0: int, p1: int, p2: int, p3: int): void
waypoint_playback_start_aiming_at_entity
function native.task.waypoint_playback_start_aiming_at_entity(p0: int, p1: int, p2: int, p3: int): void
waypoint_playback_start_aiming_at_coord
function native.task.waypoint_playback_start_aiming_at_coord(p0: int, p1: int, p2: int, p3: int, p4: int, p5: int): void
waypoint_playback_start_shooting_at_ped
function native.task.waypoint_playback_start_shooting_at_ped(p0: int, p1: int, p2: int, p3: int, p4: int): void
waypoint_playback_start_shooting_at_entity
function native.task.waypoint_playback_start_shooting_at_entity(p0: int, p1: int, p2: int, p3: int, p4: int): void
waypoint_playback_start_shooting_at_coord
function native.task.waypoint_playback_start_shooting_at_coord(p0: int, p1: int, p2: int, p3: int, p4: int, p5: int, p6: int): void
waypoint_playback_stop_aiming_or_shooting
function native.task.waypoint_playback_stop_aiming_or_shooting(p0: int): void
assisted_movement_remove_route
function native.task.assisted_movement_remove_route(route: string): void
_create_waypoint_path
function native.task._create_waypoint_path(path_name: string, p1: ptr int, nodes: int, p3: int): bool
assisted_movement_is_route_loaded
function native.task.assisted_movement_is_route_loaded(route: string): bool
assisted_movement_set_route_properties
function native.task.assisted_movement_set_route_properties(route: string, props: int): void
set_enable_speed_restrain_for_waypoint_recording_leader
function native.task.set_enable_speed_restrain_for_waypoint_recording_leader(p0: int, p1: int): void
set_up_speed_restrain_information_for_player_follower
function native.task.set_up_speed_restrain_information_for_player_follower(p0: int, p1: int, p2: int, p3: int, p4: int, p5: int, p6: int, p7: int, p8: int): void
task_vehicle_follow_waypoint_recording
function native.task.task_vehicle_follow_waypoint_recording(ped: int, vehicle: int, waypoint_recording: string, driving_mode: int, p4: int, e_waypoint: int, flag: int, p7: float, p8: bool, stopping_dist: float, p10: int): void
_task_vehicle_follow_waypoint_recording_2
function native.task._task_vehicle_follow_waypoint_recording_2(p0: int, p1: int, p2: int, p3: int, p4: int, p5: int, p6: int, p7: int, p8: int, p9: int): void
is_waypoint_playback_going_on_for_vehicle
function native.task.is_waypoint_playback_going_on_for_vehicle(p0: int, p1: int): bool
get_vehicle_waypoint_progress
function native.task.get_vehicle_waypoint_progress(vehicle: int): int
get_vehicle_waypoint_target_point
function native.task.get_vehicle_waypoint_target_point(vehicle: int): int
vehicle_waypoint_playback_pause
function native.task.vehicle_waypoint_playback_pause(vehicle: int): void
vehicle_waypoint_playback_get_is_paused
function native.task.vehicle_waypoint_playback_get_is_paused(p0: int): int
vehicle_waypoint_playback_resume
function native.task.vehicle_waypoint_playback_resume(vehicle: int): void
vehicle_waypoint_playback_use_default_speed
function native.task.vehicle_waypoint_playback_use_default_speed(vehicle: int): void
vehicle_waypoint_playback_override_speed
function native.task.vehicle_waypoint_playback_override_speed(vehicle: int, speed: float): void
get_vehicle_waypoint_playback_override_speed
function native.task.get_vehicle_waypoint_playback_override_speed(p0: int): int
task_set_blocking_of_non_temporary_events
function native.task.task_set_blocking_of_non_temporary_events(ped: int, toggle: bool): void
task_set_stealth_movement
function native.task.task_set_stealth_movement(ped: int, p1: bool, p2: int, p3: bool): void
task_set_crouch_movement
function native.task.task_set_crouch_movement(ped: int, p1: bool, p2: int, p3: bool): void
task_force_motion_state
function native.task.task_force_motion_state(ped: int, motion_state_hash: int, p2: bool): void
task_move_network_by_name
function native.task.task_move_network_by_name(ped: int, task: string, multiplier: float, p3: bool, anim_dict: string, flags: int): void
task_move_network_by_name_with_init_params
function native.task.task_move_network_by_name_with_init_params(ped: int, move_network_def_name: string, task_data: ptr int, p3: float, p4: bool, anim_dict: string, flags: int): void
task_move_network_advanced_by_name_with_init_params
function native.task.task_move_network_advanced_by_name_with_init_params(ped: int, move_network_def_name: string, task_data: ptr int, x_pos: float, y_pos: float, z_pos: float, x_rot: float, y_rot: float, z_rot: float, p9: int, p10: float, p11: int, p12: int, flag: int, p14: int): void
task_move_network_advanced_by_name_with_init_params_attached
function native.task.task_move_network_advanced_by_name_with_init_params_attached(ped: int, p1: int, p2: int, p3: int, p4: int, p5: int, p6: int, p7: int, p8: int, p9: int, p10: int, p11: int, p12: int, p13: int, p14: int, p15: int, p16: int, p17: int): void
is_task_move_network_active
function native.task.is_task_move_network_active(ped: int): bool
_get_task_move_network_id
function native.task._get_task_move_network_id(ped: int): int
is_task_move_network_ready_for_transition
function native.task.is_task_move_network_ready_for_transition(ped: int): bool
request_task_move_network_state_transition
function native.task.request_task_move_network_state_transition(ped: int, name: string): void
get_task_move_network_state
function native.task.get_task_move_network_state(ped: int): string
_0xe9a6400d1a0e7a55
function native.task._0xe9a6400d1a0e7a55(p0: int): int
_0x615dc4a82e90bb48
function native.task._0x615dc4a82e90bb48(p0: int, p1: int, p2: int): void
set_task_move_network_signal_float
function native.task.set_task_move_network_signal_float(ped: int, signal_name: string, value: float): void
_set_task_move_network_signal_float_2
function native.task._set_task_move_network_signal_float_2(ped: int, signal_name: string, value: float): void
set_task_move_network_signal_bool
function native.task.set_task_move_network_signal_bool(ped: int, signal_name: string, value: bool): void
_set_task_move_network_signal_vector
function native.task._set_task_move_network_signal_vector(ped: int, signal_name: string, x: float, y: float, z: float): void
_get_task_move_network_phase_float
function native.task._get_task_move_network_phase_float(ped: int, phase_name: string): float
get_task_move_network_event
function native.task.get_task_move_network_event(ped: int, event_name: string): bool
_0x9585ff23c4b8ede0
function native.task._0x9585ff23c4b8ede0(p0: int, p1: int): void
_0xeaf87da2be78a15b
function native.task._0xeaf87da2be78a15b(p0: int, p1: int): void
_0x3bbeecc5b8f35318
function native.task._0x3bbeecc5b8f35318(p0: int, p1: int): void
is_move_blend_ratio_still
function native.task.is_move_blend_ratio_still(move_blend_ratio: float): bool
is_move_blend_ratio_walking
function native.task.is_move_blend_ratio_walking(move_blend_ratio: float): bool
is_move_blend_ratio_running
function native.task.is_move_blend_ratio_running(move_blend_ratio: float): bool
is_move_blend_ratio_sprinting
function native.task.is_move_blend_ratio_sprinting(move_blend_ratio: float): bool
is_ped_still
function native.task.is_ped_still(ped: int): bool
is_ped_walking
function native.task.is_ped_walking(ped: int): bool
is_ped_running
function native.task.is_ped_running(ped: int): bool
is_ped_sprinting
function native.task.is_ped_sprinting(ped: int): bool
is_ped_in_hit_react
function native.task.is_ped_in_hit_react(ped: int): bool
task_arrest_ped
function native.task.task_arrest_ped(ped: int, target: int): void
is_ped_being_arrested
function native.task.is_ped_being_arrested(ped: int): bool
_is_ped_arresting_any_ped
function native.task._is_ped_arresting_any_ped(ped: int): bool
_cuff_ped
function native.task._cuff_ped(ped: int): void
uncuff_ped
function native.task.uncuff_ped(ped: int): void
is_ped_cuffed
function native.task.is_ped_cuffed(ped: int): bool
_is_ped_duelling
function native.task._is_ped_duelling(ped: int): bool
task_duel
function native.task.task_duel(ped: int, p1: int, p2: float, entity: int, p4: float, p5: int, v_pos_opponent_x: float, v_pos_opponent_y: float, v_pos_opponent_z: float, f_opponent_head: float, p10: int): void
_0x908bb14bce85c80e
function native.task._0x908bb14bce85c80e(p0: int): int
_0x1f7a9a9c38c13a56
function native.task._0x1f7a9a9c38c13a56(p0: int): int
_0x3feb770d8ed9047a
function native.task._0x3feb770d8ed9047a(p0: int): int
_0x30146c25686b7836
function native.task._0x30146c25686b7836(p0: int, p1: int): int
_0x59ae5ca4ffb4e378
function native.task._0x59ae5ca4ffb4e378(p0: int, p1: int): int
_0x748d5e0d2a1a4c61
function native.task._0x748d5e0d2a1a4c61(p0: int, p1: int, p2: int): void
end_duel
function native.task.end_duel(ped: int, p1: bool, p2: float): void
_0x651f0530083c0e5a
function native.task._0x651f0530083c0e5a(p0: int, p1: int): void
task_carriable
function native.task.task_carriable(entity: int, carry_config: int, carrier: int, carriable_slot: int, flags: int): void
_0x9ebd34958ab6f824
function native.task._0x9ebd34958ab6f824(p0: int): void
get_is_carriable_entity
function native.task.get_is_carriable_entity(entity: int): bool
_0x10adfdf07b7dffba
function native.task._0x10adfdf07b7dffba(p0: int, p1: int, p2: int): int
task_place_carried_entity_at_coord
function native.task.task_place_carried_entity_at_coord(ped: int, entity: int, x: float, y: float, z: float, p5: float, flags: int): void
task_place_carried_entity_on_mount
function native.task.task_place_carried_entity_on_mount(ped: int, entity: int, mount: int, p3: float): void
task_dump_carriable_from_parent
function native.task.task_dump_carriable_from_parent(ped: int, ped2: int, entity: int): void
_detach_carriable_ped
function native.task._detach_carriable_ped(ped: int): void
_0xe2cf104add49d4bf
function native.task._0xe2cf104add49d4bf(p0: int): void
task_pickup_carriable_entity
function native.task.task_pickup_carriable_entity(ped: int, entity: int): void
task_hogtie_target_ped
function native.task.task_hogtie_target_ped(ped: int, target_ped: int): void
_task_cut_free_hogtied_target_ped
function native.task._task_cut_free_hogtied_target_ped(ped: int, target_ped: int): void
_task_cut_free_hogtied_target_ped_2
function native.task._task_cut_free_hogtied_target_ped_2(ped: int, target_ped: int, p2: float): void
_set_hogtie_escape_timer
function native.task._set_hogtie_escape_timer(ped: int, time: float): void
_get_hogtie_escape_timer
function native.task._get_hogtie_escape_timer(ped: int): float
_0x03d741cb4052e26c
function native.task._0x03d741cb4052e26c(p0: int): int
_request_herb_composite_asset
function native.task._request_herb_composite_asset(asset: int): bool
are_composite_lootable_entity_def_assets_loaded
function native.task.are_composite_lootable_entity_def_assets_loaded(asset: int): bool
_create_herb_composites
function native.task._create_herb_composites(asset: int, x: float, y: float, z: float, heading: float, ground_setting: int, p6: ptr int, p7: int): int
_delete_patch_objects_from_herb_composites
function native.task._delete_patch_objects_from_herb_composites(composite_id: int, p1: bool): void
_get_herb_composite_num_entities
function native.task._get_herb_composite_num_entities(composite_id: int, out_entities: ptr int): int
_0xdf56a2b50c04dea4
function native.task._0xdf56a2b50c04dea4(p0: int, p1: int): int
task_loot_entity
function native.task.task_loot_entity(ped: int, entity: int): void
task_break_vehicle_door_lock
function native.task.task_break_vehicle_door_lock(ped: int, vehicle: int): void
task_loot_nearest_entity
function native.task.task_loot_nearest_entity(ped: int, x: float, y: float, z: float, p4: int, p5: float): void
task_lasso_ped
function native.task.task_lasso_ped(ped: int, target_ped: int): void
task_hogtieable
function native.task.task_hogtieable(ped: int): void
unhogtie_ped
function native.task.unhogtie_ped(ped: int, flags: int, getup_set_hash: int, p3: string, p4: string, p5: float): void
_0x722d6a49200174fe
function native.task._0x722d6a49200174fe(p0: int, p1: int, p2: int, p3: int, p4: int): void
_make_object_carriable
function native.task._make_object_carriable(object: int): void
make_object_not_carriable
function native.task.make_object_not_carriable(object: int): void
_0x8e1dde26d270cc5e
function native.task._0x8e1dde26d270cc5e(p0: int, p1: int): void
_0xa6a76d666a281f2d
function native.task._0xa6a76d666a281f2d(p0: int, item: int): void
_0xa21aa2f0c2180125
function native.task._0xa21aa2f0c2180125(p0: int, p1: int): void
_find_model_for_item
function native.task._find_model_for_item(item: int): int
_0xff745b0346e19e2c
function native.task._0xff745b0346e19e2c(p0: int): void
_0xb8f52a3f84a7cc59
function native.task._0xb8f52a3f84a7cc59(p0: int): int
_0x6afda2264925bd11
function native.task._0x6afda2264925bd11(p0: int): void
_0x816a3acd265e2297
function native.task._0x816a3acd265e2297(p0: int, p1: int): void
_0x4e806a395d43a458
function native.task._0x4e806a395d43a458(p0: int): void
set_team_carriable_entity
function native.task.set_team_carriable_entity(p0: int, p1: int, p2: int): void
is_team_carriable_entity
function native.task.is_team_carriable_entity(p0: int, p1: int): bool
_is_hat_being_picked_up
function native.task._is_hat_being_picked_up(hat_object: int): bool
_0x9addbb9242179d56
function native.task._0x9addbb9242179d56(object: int, ped: int): void
_is_hat_being_picked_up_2
function native.task._is_hat_being_picked_up_2(hat_object: int): bool
_task_equip_hat
function native.task._task_equip_hat(hat_object: int, ped: int): void
_0x7cb99fadde73cd1b
function native.task._0x7cb99fadde73cd1b(p0: int): int
_0xf3c3503276f4a034
function native.task._0xf3c3503276f4a034(entity: int, p1: int): void
_0x6dac799857ef3f11
function native.task._0x6dac799857ef3f11(p0: int, p1: int): int
_0x920684be432875b1
function native.task._0x920684be432875b1(p0: int): int
set_enhanced_break_free
function native.task.set_enhanced_break_free(ped: int, p1: bool, clipset: string): bool
_0x6afd84aeaa3ea538
function native.task._0x6afd84aeaa3ea538(p0: int): int
_0xbd1c3c0f271c39d3
function native.task._0xbd1c3c0f271c39d3(p0: int, p1: int): void
_0x1ecf56c040fd839c
function native.task._0x1ecf56c040fd839c(p0: int, p1: int): void
_0xf40a109b4b79a848
function native.task._0xf40a109b4b79a848(p0: int, p1: int, p2: int): void
_is_ped_leading_horse
function native.task._is_ped_leading_horse(ped: int): bool
_0xac5045ab7f1a34fd
function native.task._0xac5045ab7f1a34fd(p0: int): int
_get_led_horse_from_ped
function native.task._get_led_horse_from_ped(ped: int): int
task_turn_to_face_closest_ped
function native.task.task_turn_to_face_closest_ped(ped: int, p1: float, p2: float, p3: int): void
task_confront
function native.task.task_confront(ped: int, target_ped: int, p2: int): bool
task_police
function native.task.task_police(ped: int, p1: bool): bool
task_melee
function native.task.task_melee(ped: int, target_ped: int, p2: int, p3: int, p4: int, p5: float, p6: int, p7: float): bool
task_grapple
function native.task.task_grapple(ped: int, target_ped: int, grapple_style: int, p3: int, p4: float, p5: int, p6: int): bool
_task_intimidated
function native.task._task_intimidated(p0: int, p1: int, p2: int, p3: int, p4: int): bool
_task_intimidated_2
function native.task._task_intimidated_2(victim: int, attacker: int, p2: int, p3: bool, p4: bool, every_frame: bool, p6: bool, p7: bool, flag: int): bool
_0x2948235db2058e99
function native.task._0x2948235db2058e99(p0: int, p1: int): void
_0xb2f47a1afdfcc595
function native.task._0xb2f47a1afdfcc595(p0: int, p1: int): void
_0x41d1331afad5a091
function native.task._0x41d1331afad5a091(ped: int, p1: int, p2: int): void
_0x801bd27403f3cba0
function native.task._0x801bd27403f3cba0(p0: int, p1: int, p2: int, p3: int): void
_0x0fe797dd9f70dfa6
function native.task._0x0fe797dd9f70dfa6(p0: int, p1: int, p2: int, p3: int): void
task_persistent_character
function native.task.task_persistent_character(ped: int): void
_0xfc7f71cf49f70b6b
function native.task._0xfc7f71cf49f70b6b(p0: int): void
_0xe01f55b2896f6b37
function native.task._0xe01f55b2896f6b37(p0: int, p1: int): void
_0xe62754d09354f6cf
function native.task._0xe62754d09354f6cf(p0: int): int
_0x4ba972d0e5ad8122
function native.task._0x4ba972d0e5ad8122(p0: int, p1: int): void
_get_task_fishing
function native.task._get_task_fishing(ped: int, p1: ptr int): bool
_set_task_fishing
function native.task._set_task_fishing(ped: int, p1: ptr int): bool
task_swap_fishing_bait
function native.task.task_swap_fishing_bait(ped: int, bait: string, without_buoy: bool): void
_set_fishing_bait
function native.task._set_fishing_bait(ped: int, bait: string, without_buoy: bool, instantly: bool): void
_0x1f298c7bd30d1240
function native.task._0x1f298c7bd30d1240(ped: int): void
_ped_fishingrod_hook_entity
function native.task._ped_fishingrod_hook_entity(ped: int, entity: int): void
_ped_fishingrod_hook_object
function native.task._ped_fishingrod_hook_object(ped: int, object: int): void
_0xb520dbda7fcf573f
function native.task._0xb520dbda7fcf573f(ped: int): bool
_0x31bb338f64d5c861
function native.task._0x31bb338f64d5c861(ped: int, p1: bool): void
_0x517d01bf27b682d1
function native.task._0x517d01bf27b682d1(ped: int, entity: int, p2: float, p3: float, p4: float, p5: float, p6: int): void
_0x88fd60d846d9cd63
function native.task._0x88fd60d846d9cd63(ped: int): void
_0x9050df2c53801208
function native.task._0x9050df2c53801208(ped: int, p1: float): void
_0x22cdbf317c40a122
function native.task._0x22cdbf317c40a122(ped: int): void
_0x5952dfa38fa529fe
function native.task._0x5952dfa38fa529fe(): int
task_play_emote_with_hash
https://github.com/femga/rdr3_discoveries/blob/master/animations/kit_emotes_list.lua emote: https://alloc8or.re/rdr3/doc/enums/eEmote.txt
enum eEmoteType { EMOTE_TYPE_INVALID = -1, EMOTE_TYPE_REACT, EMOTE_TYPE_ACTION, EMOTE_TYPE_TAUNT, EMOTE_TYPE_GREET, EMOTE_TYPE_TWIRL_GUN, EMOTE_TYPE_DANCE_FLOOR };
enum eEmotePlaybackMode { EMOTE_PM_INVALID = -1, EMOTE_PM_UPPERBODY, EMOTE_PM_UPPERBODY_LOOP, EMOTE_PM_FULLBODY, };
function native.task.task_play_emote_with_hash(ped: int, emote_type: int, playback_mode: int, emote: int, is_secondary_task: bool, can_break_out: bool, disable_early_out_anim_tag: bool, ignore_invalid_main_task: bool, destroy_props: bool): void
_task_play_emote
function native.task._task_play_emote(ped: int, emote_type: int, playback_mode: int, emote: int, is_secondary_task: bool, can_break_out: bool, disable_early_out_anim_tag: bool, ignore_invalid_main_task: bool, destroy_props: bool): void
_0x6a1af481407bf6e9
function native.task._0x6a1af481407bf6e9(p0: int): void
_task_emote_outro
function native.task._task_emote_outro(ped: int): void
_0xec516fe805d2cb2d
function native.task._0xec516fe805d2cb2d(p0: int): void
_0x59aea4dc640814b9
function native.task._0x59aea4dc640814b9(p0: int, p1: int): void
_0x11c7ce1ae38911b5
function native.task._0x11c7ce1ae38911b5(p0: int): int
_0xd0abc4ea3b5e21a0
function native.task._0xd0abc4ea3b5e21a0(p0: int, p1: int): int
is_emote_task_running
function native.task.is_emote_task_running(ped: int, p1: int): bool