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GTA5 NativeDB

Browse our wiki-style database of native functions in Grand Theft Auto 5.

Search 6458 native functions


  1. void TASK_GO_TO_COORD_ANY_MEANS_EXTRA_PARAMS ( Ped ped, float x, float driveStraightLineDistance, int extraFlags, float warpTimerMS, float y, float z, float moveBlendRatio, Vehicle vehicle, BOOL useLongRangeVehiclePathing )  //0x1DD45F9ECFDB1BC9

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  2. void TASK_GO_TO_COORD_ANY_MEANS_EXTRA_PARAMS_WITH_CRUISE_SPEED ( Ped ped, float x, float driveStraightLineDistance, int extraFlags, float cruiseSpeed, float targetArriveDist, float y, float z, float moveBlendRatio, Vehicle vehicle )  //0xB8ECD61F531A7B02

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  3. void TASK_PLAY_ANIM ( Ped ped, const char* animDictionary, BOOL lockZ, const char* animationName, float blendInSpeed, float blendOutSpeed, int duration, int flag, float playbackRate, BOOL lockX )  //0xEA47FE3719165B94

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  4. void TASK_PLAY_ANIM_ADVANCED ( Ped ped, const char* animDict, float animExitSpeed, int duration, Any flag, float animTime, int rotOrder, int ikFlags, const char* animName, float posX )  //0x83CDB10EA29B370B

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  5. void STOP_ANIM_TASK ( Entity entity, const char* animDictionary, const char* animationName, float blendDelta )  //0x97FF36A1D40EA00A

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  6. void TASK_SCRIPTED_ANIMATION ( Ped ped, int* priorityLowData, int* priorityMidData, int* priorityHighData, float blendInDelta, float blendOutDelta )  //0x126EF75F1E17ABE5

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  7. void PLAY_ENTITY_SCRIPTED_ANIM ( Entity entity, int* priorityLowData, int* priorityMidData, int* priorityHighData, float blendInDelta, float blendOutDelta )  //0x77A1EEC547E7FCF1

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  8. void STOP_ANIM_PLAYBACK ( Entity entity, int priority, BOOL secondary )  //0xEE08C992D238C5D1

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  9. void SET_ANIM_WEIGHT ( Entity entity, float weight, int priority, int index, BOOL secondary )  //0x207F1A47C0342F48

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  10. void SET_ANIM_RATE ( Entity entity, float rate, int priority, BOOL secondary )  //0x032D49C5E359C847

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  11. void SET_ANIM_LOOPED ( Entity entity, BOOL looped, int priority, BOOL secondary )  //0x70033C3CC29A1FF4

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  12. void TASK_PLAY_PHONE_GESTURE_ANIMATION ( Ped ped, const char* animDict, const char* animation, const char* boneMaskType, float blendInDuration, float blendOutDuration, BOOL isLooping, BOOL holdLastFrame )  //0x8FBB6758B3B3E9EC

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  13. void TASK_STOP_PHONE_GESTURE_ANIMATION ( Ped ped, float blendOutOverride )  //0x3FA00D4F4641BFAE

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  14. BOOL IS_PLAYING_PHONE_GESTURE_ANIM ( Ped ped )  //0xB8EBB1E9D3588C10

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  15. float GET_PHONE_GESTURE_ANIM_CURRENT_TIME ( Ped ped )  //0x47619ABE8B268C60

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  16. float GET_PHONE_GESTURE_ANIM_TOTAL_TIME ( Ped ped )  //0x1EE0F68A7C25DEC6

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  17. void TASK_VEHICLE_PLAY_ANIM ( Vehicle vehicle, const char* animationSet, const char* animationName )  //0x69F5C3BD0F3EBD89

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  18. void TASK_LOOK_AT_COORD ( Entity entity, float x, float y, float z, int duration, int flags, int priority )  //0x6FA46612594F7973

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  19. void TASK_LOOK_AT_ENTITY ( Ped ped, Entity lookAt, int duration, int flags, int priority )  //0x69F4BE8C8CC4796C

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

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

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

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

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  24. void TASK_PERFORM_SEQUENCE_LOCALLY ( Ped ped, int taskSequenceId )  //0x8C33220C8D78CA0D

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

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

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

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

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

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

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  31. void TASK_LEAVE_ANY_VEHICLE ( Ped ped, int delayTime, int flags )  //0x504D54DF3F6F2247

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  32. void TASK_AIM_GUN_SCRIPTED ( Ped ped, Hash scriptTask, BOOL disableBlockingClip, BOOL instantBlendToAim )  //0x7A192BE16D373D00

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  33. void TASK_AIM_GUN_SCRIPTED_WITH_TARGET ( Ped ped, Ped target, float x, float y, float z, int gunTaskType, BOOL disableBlockingClip, BOOL forceAim )  //0x8605AF0DE8B3A5AC

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  34. void UPDATE_TASK_AIM_GUN_SCRIPTED_TARGET ( Ped ped, Ped target, float x, float y, float z, BOOL disableBlockingClip )  //0x9724FB59A3E72AD0

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  35. const char* GET_CLIP_SET_FOR_SCRIPTED_GUN_TASK ( int gunTaskType )  //0x3A8CADC7D37AACC5

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  36. void TASK_AIM_GUN_AT_ENTITY ( Ped ped, Entity entity, int duration, BOOL instantBlendToAim )  //0x9B53BB6E8943AF53

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  37. void TASK_TURN_PED_TO_FACE_ENTITY ( Ped ped, Entity entity, int duration )  //0x5AD23D40115353AC

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  38. void TASK_AIM_GUN_AT_COORD ( Ped ped, float x, float y, float z, int time, BOOL instantBlendToAim, BOOL playAnimIntro )  //0x6671F3EEC681BDA1

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  39. void TASK_SHOOT_AT_COORD ( Ped ped, float x, float y, float z, int duration, Hash firingPattern )  //0x46A6CC01E0826106

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  40. void TASK_SHUFFLE_TO_NEXT_VEHICLE_SEAT ( Ped ped, Vehicle vehicle, BOOL useAlternateShuffle )  //0x7AA80209BDA643EB

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  41. void CLEAR_PED_TASKS ( Ped ped )  //0xE1EF3C1216AFF2CD

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  42. void CLEAR_PED_SECONDARY_TASK ( Ped ped )  //0x176CECF6F920D707

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  43. void TASK_EVERYONE_LEAVE_VEHICLE ( Vehicle vehicle )  //0x7F93691AB4B92272

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  44. void TASK_GOTO_ENTITY_OFFSET ( Ped ped, Entity entity, int time, float seekRadius, float seekAngleDeg, float moveBlendRatio, int gotoEntityOffsetFlags )  //0xE39B4FF4FDEBDE27

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  45. void TASK_GOTO_ENTITY_OFFSET_XY ( Ped ped, Entity entity, int duration, float targetRadius, float offsetX, float offsetY, float moveBlendRatio, int gotoEntityOffsetFlags )  //0x338E7EF52B6095A9

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  46. void TASK_TURN_PED_TO_FACE_COORD ( Ped ped, float x, float y, float z, int duration )  //0x1DDA930A0AC38571

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  47. void TASK_VEHICLE_TEMP_ACTION ( Ped driver, Vehicle vehicle, int action, int time )  //0xC429DCEEB339E129

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  48. void TASK_VEHICLE_MISSION ( Ped driver, Vehicle vehicle, Vehicle vehicleTarget, int missionType, float cruiseSpeed, int drivingStyle, float targetReached, float straightLineDistance, BOOL DriveAgainstTraffic )  //0x659427E0EF36BCDE

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  49. void TASK_VEHICLE_MISSION_PED_TARGET ( Ped ped, Vehicle vehicle, Ped pedTarget, int missionType, float maxSpeed, int drivingStyle, float minDistance, float straightLineDistance, BOOL DriveAgainstTraffic )  //0x9454528DF15D657A

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  50. void TASK_VEHICLE_MISSION_COORS_TARGET ( Ped ped, Vehicle vehicle, BOOL DriveAgainstTraffic, float x, float y, float z, int mission, float cruiseSpeed, int drivingStyle, float targetReached )  //0xF0AF20AA7731F8C3

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