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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_SEEK_COVER_TO_COVER_POINT ( Ped ped, ScrHandle coverpoint, float x, float y, float z, int time, BOOL allowPeekingAndFiring )  //0xD43D95C7A869447F

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  2. void TASK_SEEK_COVER_TO_COORDS ( Ped ped, float x1, float y1, float z1, float x2, float y2, float z2, int timeout, BOOL shortRoute )  //0x39246A6958EF072C

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  3. void TASK_PUT_PED_DIRECTLY_INTO_COVER ( Ped ped, float x, BOOL doEntry, float y, float z, int time, BOOL allowPeekingAndFiring, float blendInDuration, BOOL forceInitialFacingDirection, BOOL forceFaceLeft )  //0x4172393E6BE1FECE

    • 0
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  4. void TASK_EXIT_COVER ( Ped ped, int exitType, float x, float y, float z )  //0x79B258E397854D29

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  5. void TASK_PUT_PED_DIRECTLY_INTO_MELEE ( Ped ped, Ped meleeTarget, float blendInDuration, float timeInMelee, float strafePhaseSync, int aiCombatFlags )  //0x1C6CD14A876FFE39

    • 0
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  6. void TASK_TOGGLE_DUCK ( Ped ped, int toggleType )  //0xAC96609B9995EDF8

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  7. void TASK_GUARD_CURRENT_POSITION ( Ped ped, float maxPatrolProximity, float defensiveAreaRadius, BOOL setDefensiveArea )  //0x4A58A47A72E3FCB4

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  8. void TASK_GUARD_ASSIGNED_DEFENSIVE_AREA ( Ped ped, float x, float y, float z, float heading, float maxPatrolProximity, int timer )  //0xD2A207EEBDF9889B

    • 0
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  9. void TASK_GUARD_SPHERE_DEFENSIVE_AREA ( Ped ped, float defendPositionX, float defensiveAreaRadius, float defendPositionY, float defendPositionZ, float heading, float maxPatrolProximity, int time, float x, float y )  //0xC946FE14BE0EB5E2

    • 0
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  10. void TASK_STAND_GUARD ( Ped ped, float x, float y, float z, float heading, const char* scenarioName )  //0xAE032F8BBA959E90

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  11. void SET_DRIVE_TASK_CRUISE_SPEED ( Ped driver, float cruiseSpeed )  //0x5C9B84BD7D31D908

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  12. void SET_DRIVE_TASK_MAX_CRUISE_SPEED ( Ped ped, float speed )  //0x404A5AA9B9F0B746

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  13. void SET_DRIVE_TASK_DRIVING_STYLE ( Ped ped, int drivingStyle )  //0xDACE1BE37D88AF67

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  14. void ADD_COVER_BLOCKING_AREA ( float startX, float startY, float startZ, float endX, float endY, float endZ, BOOL blockObjects, BOOL blockVehicles, BOOL blockMap, BOOL blockPlayer )  //0x45C597097DD7CB81

    • 0
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  15. void REMOVE_ALL_COVER_BLOCKING_AREAS ()  //0xDB6708C0B46F56D8

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  16. void REMOVE_COVER_BLOCKING_AREAS_AT_POSITION ( float x, float y, float z )  //0xFA83CA6776038F64

    • 0
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  17. void REMOVE_SPECIFIC_COVER_BLOCKING_AREAS ( float startX, float startY, float startZ, float endX, float endY, float endZ, BOOL blockObjects, BOOL blockVehicles, BOOL blockMap, BOOL blockPlayer )  //0x1F351CF1C6475734

    • 0
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  18. void TASK_START_SCENARIO_IN_PLACE ( Ped ped, const char* scenarioName, int unkDelay, BOOL playEnterAnim )  //0x142A02425FF02BD9

    • 0
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  19. void TASK_START_SCENARIO_AT_POSITION ( Ped ped, const char* scenarioName, float x, float y, float z, float heading, int duration, BOOL sittingScenario, BOOL teleport )  //0xFA4EFC79F69D4F07

    • 0
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  20. void TASK_USE_NEAREST_SCENARIO_TO_COORD ( Ped ped, float x, float y, float z, float distance, int duration )  //0x277F471BA9DB000B

    • 0
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  21. void TASK_USE_NEAREST_SCENARIO_TO_COORD_WARP ( Ped ped, float x, float y, float z, float radius, int timeToLeave )  //0x58E2E0F23F6B76C3

    • 0
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  22. void TASK_USE_NEAREST_SCENARIO_CHAIN_TO_COORD ( Ped ped, float x, float y, float z, float maxRange, int timeToLeave )  //0x9FDA1B3D7E7028B3

    • 0
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  23. void TASK_USE_NEAREST_SCENARIO_CHAIN_TO_COORD_WARP ( Ped ped, float x, float y, float z, float radius, int timeToLeave )  //0x97A28E63F0BA5631

    • 0
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  24. BOOL DOES_SCENARIO_EXIST_IN_AREA ( float x, float y, float z, float radius, BOOL mustBeFree )  //0x5A59271FFADD33C1

    • 0
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  25. BOOL DOES_SCENARIO_OF_TYPE_EXIST_IN_AREA ( float x, float y, float z, const char* scenarioName, float radius, BOOL mustBeFree )  //0x0A9D0C2A3BBC86C1

    • 0
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  26. BOOL IS_SCENARIO_OCCUPIED ( float x, float y, float z, float maxRange, BOOL onlyUsersActuallyAtScenario )  //0x788756D73AC2E07C

    • 0
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  27. BOOL PED_HAS_USE_SCENARIO_TASK ( Ped ped )  //0x295E3CCEC879CCD7

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

    • 0
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  29. BOOL DOES_SCENARIO_GROUP_EXIST ( const char* scenarioGroup )  //0xF9034C136C9E00D3

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  30. BOOL IS_SCENARIO_GROUP_ENABLED ( const char* scenarioGroup )  //0x367A09DED4E05B99

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  31. void SET_SCENARIO_GROUP_ENABLED ( const char* scenarioGroup, BOOL enabled )  //0x02C8E5B49848664E

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  32. void RESET_SCENARIO_GROUPS_ENABLED ()  //0xDD902D0349AFAD3A

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  33. void SET_EXCLUSIVE_SCENARIO_GROUP ( const char* scenarioGroup )  //0x535E97E1F7FC0C6A

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  34. void RESET_EXCLUSIVE_SCENARIO_GROUP ()  //0x4202BBCB8684563D

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  35. BOOL IS_SCENARIO_TYPE_ENABLED ( const char* scenarioType )  //0x3A815DB3EA088722

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

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  37. void RESET_SCENARIO_TYPES_ENABLED ()  //0x0D40EE2A7F2B2D6D

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  38. BOOL IS_PED_ACTIVE_IN_SCENARIO ( Ped ped )  //0xAA135F9482C82CC3

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  39. BOOL IS_PED_PLAYING_BASE_CLIP_IN_SCENARIO ( Ped ped )  //0x621C6E4729388E41

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  40. void SET_PED_CAN_PLAY_AMBIENT_IDLES ( Ped ped, BOOL blockIdleClips, BOOL removeIdleClipIfPlaying )  //0x8FD89A6240813FD0

    • 0
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  41. void TASK_COMBAT_HATED_TARGETS_IN_AREA ( Ped ped, float x, float y, float z, float radius, int combatFlags )  //0x4CF5F55DAC3280A0

    • 0
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  42. void TASK_COMBAT_HATED_TARGETS_AROUND_PED ( Ped ped, float radius, int combatFlags )  //0x7BF835BB9E2698C8

    • 0
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  43. void TASK_COMBAT_HATED_TARGETS_AROUND_PED_TIMED ( Ped ped, float radius, int time, int combatFlags )  //0x2BBA30B854534A0C

    • 0
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  44. void TASK_THROW_PROJECTILE ( Ped ped, float x, float y, float z, int ignoreCollisionEntityIndex, BOOL createInvincibleProjectile )  //0x7285951DBF6B5A51

    • 0
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  45. void TASK_SWAP_WEAPON ( Ped ped, BOOL drawWeapon )  //0xA21C51255B205245

    • 0
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  46. void TASK_RELOAD_WEAPON ( Ped ped, BOOL drawWeapon )  //0x62D2916F56B9CD2D

    • 0
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  47. BOOL IS_PED_GETTING_UP ( Ped ped )  //0x2A74E1D5F2F00EEC

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  48. void TASK_WRITHE ( Ped ped, Ped target, int minFireLoops, int startState, BOOL forceShootOnGround, int shootFromGroundTimer )  //0xCDDC2B77CE54AC6E

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

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

    • 0
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