Reference
GTA V native db
GTA V script natives by namespace. Search by name, Jenkins hash, or runtime hash across all 6,439 natives. Each native has a dedicated page.
306 of 306 natives in TASK.
- ADD_COVER_BLOCKING_AREATASKvoid ADD_COVER_BLOCKING_AREA(float startX, float startY, float startZ, float endX, float endY, float endZ, BOOL blockObjects, BOOL blockVehicles, BOOL blockMap, BOOL blockPlayer)
- ADD_COVER_POINTTASKScrHandle ADD_COVER_POINT(float x, float y, float z, float direction, int usage, int height, int arc, BOOL isPriority)
- ADD_PATROL_ROUTE_LINKTASKvoid ADD_PATROL_ROUTE_LINK(int nodeId1, int nodeId2)
- ADD_PATROL_ROUTE_NODETASKvoid ADD_PATROL_ROUTE_NODE(int nodeId, const char* nodeType, float posX, float posY, float posZ, float headingX, float headingY, float headingZ, int duration)
- ADD_SCRIPTED_COVER_AREATASKvoid ADD_SCRIPTED_COVER_AREA(float x, float y, float z, float radius)
- ADD_VEHICLE_SUBTASK_ATTACK_COORDTASKvoid ADD_VEHICLE_SUBTASK_ATTACK_COORD(Ped ped, float x, float y, float z)
- ADD_VEHICLE_SUBTASK_ATTACK_PEDTASKvoid ADD_VEHICLE_SUBTASK_ATTACK_PED(Ped ped, Ped target)
- ASSISTED_MOVEMENT_IS_ROUTE_LOADEDTASKBOOL ASSISTED_MOVEMENT_IS_ROUTE_LOADED(const char* route)
- ASSISTED_MOVEMENT_OVERRIDE_LOAD_DISTANCE_THIS_FRAMETASKvoid ASSISTED_MOVEMENT_OVERRIDE_LOAD_DISTANCE_THIS_FRAME(float dist)
- ASSISTED_MOVEMENT_REMOVE_ROUTETASKvoid ASSISTED_MOVEMENT_REMOVE_ROUTE(const char* route)
- ASSISTED_MOVEMENT_REQUEST_ROUTETASKvoid ASSISTED_MOVEMENT_REQUEST_ROUTE(const char* route)
- ASSISTED_MOVEMENT_SET_ROUTE_PROPERTIESTASKvoid ASSISTED_MOVEMENT_SET_ROUTE_PROPERTIES(const char* route, int props)
- CLEAR_DEFAULT_PRIMARY_TASKTASKvoid CLEAR_DEFAULT_PRIMARY_TASK(Ped ped)
- CLEAR_DRIVEBY_TASK_UNDERNEATH_DRIVING_TASKTASKvoid CLEAR_DRIVEBY_TASK_UNDERNEATH_DRIVING_TASK(Ped ped)
- CLEAR_PED_SECONDARY_TASKTASKvoid CLEAR_PED_SECONDARY_TASK(Ped ped)
- CLEAR_PED_TASKSTASKvoid CLEAR_PED_TASKS(Ped ped)
- CLEAR_PED_TASKS_IMMEDIATELYTASKvoid CLEAR_PED_TASKS_IMMEDIATELY(Ped ped)
- CLEAR_PRIMARY_VEHICLE_TASKTASKvoid CLEAR_PRIMARY_VEHICLE_TASK(Vehicle vehicle)
- CLEAR_SEQUENCE_TASKTASKvoid CLEAR_SEQUENCE_TASK(int* taskSequenceId)
- CLEAR_VEHICLE_CRASH_TASKTASKvoid CLEAR_VEHICLE_CRASH_TASK(Vehicle vehicle)
- CLOSE_PATROL_ROUTETASKvoid CLOSE_PATROL_ROUTE()
- CLOSE_SEQUENCE_TASKTASKvoid CLOSE_SEQUENCE_TASK(int taskSequenceId)
- CONTROL_MOUNTED_WEAPONTASKBOOL CONTROL_MOUNTED_WEAPON(Ped ped)
- CREATE_PATROL_ROUTETASKvoid CREATE_PATROL_ROUTE()
- DELETE_PATROL_ROUTETASKvoid DELETE_PATROL_ROUTE(const char* patrolRoute)
- DOES_SCENARIO_EXIST_IN_AREATASKBOOL DOES_SCENARIO_EXIST_IN_AREA(float x, float y, float z, float radius, BOOL mustBeFree)
- DOES_SCENARIO_GROUP_EXISTTASKBOOL DOES_SCENARIO_GROUP_EXIST(const char* scenarioGroup)
- DOES_SCENARIO_OF_TYPE_EXIST_IN_AREATASKBOOL DOES_SCENARIO_OF_TYPE_EXIST_IN_AREA(float x, float y, float z, const char* scenarioName, float radius, BOOL mustBeFree)
- DOES_SCRIPTED_COVER_POINT_EXIST_AT_COORDSTASKBOOL DOES_SCRIPTED_COVER_POINT_EXIST_AT_COORDS(float x, float y, float z)
- GET_ACTIVE_VEHICLE_MISSION_TYPETASKint GET_ACTIVE_VEHICLE_MISSION_TYPE(Vehicle vehicle)
- GET_CLIP_SET_FOR_SCRIPTED_GUN_TASKTASKconst char* GET_CLIP_SET_FOR_SCRIPTED_GUN_TASK(int gunTaskType)
- GET_IS_TASK_ACTIVETASKBOOL GET_IS_TASK_ACTIVE(Ped ped, int taskIndex)
- GET_IS_WAYPOINT_RECORDING_LOADEDTASKBOOL GET_IS_WAYPOINT_RECORDING_LOADED(const char* name)
- GET_NAVMESH_ROUTE_DISTANCE_REMAININGTASKint GET_NAVMESH_ROUTE_DISTANCE_REMAINING(Ped ped, float* distanceRemaining, BOOL* isPathReady)
- GET_NAVMESH_ROUTE_RESULTTASKint GET_NAVMESH_ROUTE_RESULT(Ped ped)
- GET_PATROL_TASK_INFOTASKBOOL GET_PATROL_TASK_INFO(Ped ped, int* timeLeftAtNode, int* nodeId)
- GET_PED_DESIRED_MOVE_BLEND_RATIOTASKfloat GET_PED_DESIRED_MOVE_BLEND_RATIO(Ped ped)
- GET_PED_WAYPOINT_DISTANCETASKfloat GET_PED_WAYPOINT_DISTANCE(Any p0)
- GET_PED_WAYPOINT_PROGRESSTASKint GET_PED_WAYPOINT_PROGRESS(Ped ped)
- GET_PHONE_GESTURE_ANIM_CURRENT_TIMETASKfloat GET_PHONE_GESTURE_ANIM_CURRENT_TIME(Ped ped)
- GET_PHONE_GESTURE_ANIM_TOTAL_TIMETASKfloat GET_PHONE_GESTURE_ANIM_TOTAL_TIME(Ped ped)
- GET_SCRIPTED_COVER_POINT_COORDSTASKVector3 GET_SCRIPTED_COVER_POINT_COORDS(ScrHandle coverpoint)
- GET_SCRIPT_TASK_STATUSTASKint GET_SCRIPT_TASK_STATUS(Ped ped, Hash taskHash)
- GET_SEQUENCE_PROGRESSTASKint GET_SEQUENCE_PROGRESS(Ped ped)
- GET_TASK_MOVE_NETWORK_EVENTTASKBOOL GET_TASK_MOVE_NETWORK_EVENT(Ped ped, const char* eventName)
- GET_TASK_MOVE_NETWORK_SIGNAL_BOOLTASKBOOL GET_TASK_MOVE_NETWORK_SIGNAL_BOOL(Ped ped, const char* signalName)
- GET_TASK_MOVE_NETWORK_SIGNAL_FLOATTASKfloat GET_TASK_MOVE_NETWORK_SIGNAL_FLOAT(Ped ped, const char* signalName)
- GET_TASK_MOVE_NETWORK_STATETASKconst char* GET_TASK_MOVE_NETWORK_STATE(Ped ped)
- GET_TASK_RAPPEL_DOWN_WALL_STATETASKint GET_TASK_RAPPEL_DOWN_WALL_STATE(Ped ped)
- GET_VEHICLE_WAYPOINT_PROGRESSTASKint GET_VEHICLE_WAYPOINT_PROGRESS(Vehicle vehicle)
- GET_VEHICLE_WAYPOINT_TARGET_POINTTASKint GET_VEHICLE_WAYPOINT_TARGET_POINT(Vehicle vehicle)
- GET_WAYPOINT_DISTANCE_ALONG_ROUTETASKfloat GET_WAYPOINT_DISTANCE_ALONG_ROUTE(const char* p0, int p1)
- IS_CONTROLLED_VEHICLE_UNABLE_TO_GET_TO_ROADTASKBOOL IS_CONTROLLED_VEHICLE_UNABLE_TO_GET_TO_ROAD(Ped ped)
- IS_DRIVEBY_TASK_UNDERNEATH_DRIVING_TASKTASKBOOL IS_DRIVEBY_TASK_UNDERNEATH_DRIVING_TASK(Ped ped)
- IS_MOUNTED_WEAPON_TASK_UNDERNEATH_DRIVING_TASKTASKBOOL IS_MOUNTED_WEAPON_TASK_UNDERNEATH_DRIVING_TASK(Ped ped)
- IS_MOVE_BLEND_RATIO_RUNNINGTASKBOOL IS_MOVE_BLEND_RATIO_RUNNING(Ped ped)
- IS_MOVE_BLEND_RATIO_SPRINTINGTASKBOOL IS_MOVE_BLEND_RATIO_SPRINTING(Ped ped)
- IS_MOVE_BLEND_RATIO_STILLTASKBOOL IS_MOVE_BLEND_RATIO_STILL(Ped ped)
- IS_MOVE_BLEND_RATIO_WALKINGTASKBOOL IS_MOVE_BLEND_RATIO_WALKING(Ped ped)
- IS_PED_ACTIVE_IN_SCENARIOTASKBOOL IS_PED_ACTIVE_IN_SCENARIO(Ped ped)
- IS_PED_BEING_ARRESTEDTASKBOOL IS_PED_BEING_ARRESTED(Ped ped)
- IS_PED_CUFFEDTASKBOOL IS_PED_CUFFED(Ped ped)
- IS_PED_GETTING_UPTASKBOOL IS_PED_GETTING_UP(Ped ped)
- IS_PED_IN_WRITHETASKBOOL IS_PED_IN_WRITHE(Ped ped)
- IS_PED_PLAYING_BASE_CLIP_IN_SCENARIOTASKBOOL IS_PED_PLAYING_BASE_CLIP_IN_SCENARIO(Ped ped)
- IS_PED_RUNNINGTASKBOOL IS_PED_RUNNING(Ped ped)
- IS_PED_RUNNING_ARREST_TASKTASKBOOL IS_PED_RUNNING_ARREST_TASK(Ped ped)
- IS_PED_SPRINTINGTASKBOOL IS_PED_SPRINTING(Ped ped)
- IS_PED_STILLTASKBOOL IS_PED_STILL(Ped ped)
- IS_PED_STRAFINGTASKBOOL IS_PED_STRAFING(Ped ped)
- IS_PED_WALKINGTASKBOOL IS_PED_WALKING(Ped ped)
- IS_PLAYING_PHONE_GESTURE_ANIMTASKBOOL IS_PLAYING_PHONE_GESTURE_ANIM(Ped ped)
- IS_SCENARIO_GROUP_ENABLEDTASKBOOL IS_SCENARIO_GROUP_ENABLED(const char* scenarioGroup)
- IS_SCENARIO_OCCUPIEDTASKBOOL IS_SCENARIO_OCCUPIED(float x, float y, float z, float maxRange, BOOL onlyUsersActuallyAtScenario)
- IS_SCENARIO_TYPE_ENABLEDTASKBOOL IS_SCENARIO_TYPE_ENABLED(const char* scenarioType)
- IS_TASK_MOVE_NETWORK_ACTIVETASKBOOL IS_TASK_MOVE_NETWORK_ACTIVE(Ped ped)
- IS_TASK_MOVE_NETWORK_READY_FOR_TRANSITIONTASKBOOL IS_TASK_MOVE_NETWORK_READY_FOR_TRANSITION(Ped ped)
- IS_WAYPOINT_PLAYBACK_GOING_ON_FOR_PEDTASKBOOL IS_WAYPOINT_PLAYBACK_GOING_ON_FOR_PED(Any p0)
- IS_WAYPOINT_PLAYBACK_GOING_ON_FOR_VEHICLETASKBOOL IS_WAYPOINT_PLAYBACK_GOING_ON_FOR_VEHICLE(Vehicle vehicle)
- OPEN_PATROL_ROUTETASKvoid OPEN_PATROL_ROUTE(const char* patrolRoute)
- OPEN_SEQUENCE_TASKTASKvoid OPEN_SEQUENCE_TASK(int* taskSequenceId)
- PED_HAS_USE_SCENARIO_TASKTASKBOOL PED_HAS_USE_SCENARIO_TASK(Ped ped)
- PLAY_ANIM_ON_RUNNING_SCENARIOTASKvoid PLAY_ANIM_ON_RUNNING_SCENARIO(Ped ped, const char* animDict, const char* animName)
- PLAY_ENTITY_SCRIPTED_ANIMTASKvoid PLAY_ENTITY_SCRIPTED_ANIM(Entity entity, int* priorityLowData, int* priorityMidData, int* priorityHighData, float blendInDelta, float blendOutDelta)
- REMOVE_ALL_COVER_BLOCKING_AREASTASKvoid REMOVE_ALL_COVER_BLOCKING_AREAS()
- REMOVE_COVER_BLOCKING_AREAS_AT_POSITIONTASKvoid REMOVE_COVER_BLOCKING_AREAS_AT_POSITION(float x, float y, float z)
- REMOVE_COVER_POINTTASKvoid REMOVE_COVER_POINT(ScrHandle coverpoint)
- REMOVE_SPECIFIC_COVER_BLOCKING_AREASTASKvoid 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)
- REMOVE_WAYPOINT_RECORDINGTASKvoid REMOVE_WAYPOINT_RECORDING(const char* name)
- REQUEST_TASK_MOVE_NETWORK_STATE_TRANSITIONTASKBOOL REQUEST_TASK_MOVE_NETWORK_STATE_TRANSITION(Ped ped, const char* name)
- REQUEST_WAYPOINT_RECORDINGTASKvoid REQUEST_WAYPOINT_RECORDING(const char* name)
- RESET_EXCLUSIVE_SCENARIO_GROUPTASKvoid RESET_EXCLUSIVE_SCENARIO_GROUP()
- RESET_SCENARIO_GROUPS_ENABLEDTASKvoid RESET_SCENARIO_GROUPS_ENABLED()
- RESET_SCENARIO_TYPES_ENABLEDTASKvoid RESET_SCENARIO_TYPES_ENABLED()
- SET_ANIM_LOOPEDTASKvoid SET_ANIM_LOOPED(Entity entity, BOOL looped, int priority, BOOL secondary)
- SET_ANIM_PHASETASKvoid SET_ANIM_PHASE(Entity entity, float phase, int priority, BOOL secondary)
- SET_ANIM_RATETASKvoid SET_ANIM_RATE(Entity entity, float rate, int priority, BOOL secondary)
- SET_ANIM_WEIGHTTASKvoid SET_ANIM_WEIGHT(Entity entity, float weight, int priority, int index, BOOL secondary)
- SET_DRIVEBY_TASK_TARGETTASKvoid SET_DRIVEBY_TASK_TARGET(Ped shootingPed, Ped targetPed, Vehicle targetVehicle, float x, float y, float z)
- SET_DRIVE_TASK_CRUISE_SPEEDTASKvoid SET_DRIVE_TASK_CRUISE_SPEED(Ped driver, float cruiseSpeed)
- SET_DRIVE_TASK_DRIVING_STYLETASKvoid SET_DRIVE_TASK_DRIVING_STYLE(Ped ped, int drivingStyle)
- SET_DRIVE_TASK_MAX_CRUISE_SPEEDTASKvoid SET_DRIVE_TASK_MAX_CRUISE_SPEED(Ped ped, float speed)
- SET_EXCLUSIVE_SCENARIO_GROUPTASKvoid SET_EXCLUSIVE_SCENARIO_GROUP(const char* scenarioGroup)
- SET_EXPECTED_CLONE_NEXT_TASK_MOVE_NETWORK_STATETASKAny SET_EXPECTED_CLONE_NEXT_TASK_MOVE_NETWORK_STATE(Ped ped, const char* state)
- SET_GLOBAL_MIN_BIRD_FLIGHT_HEIGHTTASKvoid SET_GLOBAL_MIN_BIRD_FLIGHT_HEIGHT(float height)
- SET_HIGH_FALL_TASKTASKvoid SET_HIGH_FALL_TASK(Ped ped, int minTime, int maxTime, int entryType)
- SET_MOUNTED_WEAPON_TARGETTASKvoid SET_MOUNTED_WEAPON_TARGET(Ped shootingPed, Ped targetPed, Vehicle targetVehicle, float x, float y, float z, int taskMode, BOOL ignoreTargetVehDeadCheck)
- SET_NEXT_DESIRED_MOVE_STATETASKvoid SET_NEXT_DESIRED_MOVE_STATE(float nextMoveState)
- SET_PARACHUTE_TASK_TARGETTASKvoid SET_PARACHUTE_TASK_TARGET(Ped ped, float x, float y, float z)
- SET_PARACHUTE_TASK_THRUSTTASKvoid SET_PARACHUTE_TASK_THRUST(Ped ped, float thrust)
- SET_PED_CAN_PLAY_AMBIENT_IDLESTASKvoid SET_PED_CAN_PLAY_AMBIENT_IDLES(Ped ped, BOOL blockIdleClips, BOOL removeIdleClipIfPlaying)
- SET_PED_DESIRED_MOVE_BLEND_RATIOTASKvoid SET_PED_DESIRED_MOVE_BLEND_RATIO(Ped ped, float newMoveBlendRatio)
- SET_PED_PATH_AVOID_FIRETASKvoid SET_PED_PATH_AVOID_FIRE(Ped ped, BOOL avoidFire)
- SET_PED_PATH_CAN_DROP_FROM_HEIGHTTASKvoid SET_PED_PATH_CAN_DROP_FROM_HEIGHT(Ped ped, BOOL Toggle)
- SET_PED_PATH_CAN_USE_CLIMBOVERSTASKvoid SET_PED_PATH_CAN_USE_CLIMBOVERS(Ped ped, BOOL Toggle)
- SET_PED_PATH_CAN_USE_LADDERSTASKvoid SET_PED_PATH_CAN_USE_LADDERS(Ped ped, BOOL Toggle)
- SET_PED_PATH_CLIMB_COST_MODIFIERTASKvoid SET_PED_PATH_CLIMB_COST_MODIFIER(Ped ped, float modifier)
- SET_PED_PATH_MAY_ENTER_WATERTASKvoid SET_PED_PATH_MAY_ENTER_WATER(Ped ped, BOOL mayEnterWater)
- SET_PED_PATH_PREFER_TO_AVOID_WATERTASKvoid SET_PED_PATH_PREFER_TO_AVOID_WATER(Ped ped, BOOL avoidWater)
- SET_PED_WAYPOINT_ROUTE_OFFSETTASKAny SET_PED_WAYPOINT_ROUTE_OFFSET(Any p0, Any p1, Any p2, Any p3)
- SET_SCENARIO_GROUP_ENABLEDTASKvoid SET_SCENARIO_GROUP_ENABLED(const char* scenarioGroup, BOOL enabled)
- SET_SCENARIO_TYPE_ENABLEDTASKvoid SET_SCENARIO_TYPE_ENABLED(const char* scenarioType, BOOL toggle)
- SET_SEQUENCE_TO_REPEATTASKvoid SET_SEQUENCE_TO_REPEAT(int taskSequenceId, BOOL repeat)
- SET_TASK_MOVE_NETWORK_ANIM_SETTASKvoid SET_TASK_MOVE_NETWORK_ANIM_SET(Ped ped, Hash clipSet, Hash variableClipSet)
- SET_TASK_MOVE_NETWORK_ENABLE_COLLISION_ON_NETWORK_CLONE_WHEN_FIXEDTASKAny SET_TASK_MOVE_NETWORK_ENABLE_COLLISION_ON_NETWORK_CLONE_WHEN_FIXED(Ped ped, BOOL enable)
- SET_TASK_MOVE_NETWORK_SIGNAL_BOOLTASKvoid SET_TASK_MOVE_NETWORK_SIGNAL_BOOL(Ped ped, const char* signalName, BOOL value)
- SET_TASK_MOVE_NETWORK_SIGNAL_FLOATTASKvoid SET_TASK_MOVE_NETWORK_SIGNAL_FLOAT(Ped ped, const char* signalName, float value)
- SET_TASK_MOVE_NETWORK_SIGNAL_FLOAT_LERP_RATETASKvoid SET_TASK_MOVE_NETWORK_SIGNAL_FLOAT_LERP_RATE(Ped ped, const char* signalName, float value)
- SET_TASK_MOVE_NETWORK_SIGNAL_LOCAL_FLOATTASKvoid SET_TASK_MOVE_NETWORK_SIGNAL_LOCAL_FLOAT(Ped ped, const char* signalName, float value)
- SET_TASK_VEHICLE_CHASE_BEHAVIOR_FLAGTASKvoid SET_TASK_VEHICLE_CHASE_BEHAVIOR_FLAG(Ped ped, int flag, BOOL set)
- SET_TASK_VEHICLE_CHASE_IDEAL_PURSUIT_DISTANCETASKvoid SET_TASK_VEHICLE_CHASE_IDEAL_PURSUIT_DISTANCE(Ped ped, float distance)
- STOP_ANIM_PLAYBACKTASKvoid STOP_ANIM_PLAYBACK(Entity entity, int priority, BOOL secondary)
- STOP_ANIM_TASKTASKvoid STOP_ANIM_TASK(Entity entity, const char* animDictionary, const char* animationName, float blendDelta)
- TASK_ACHIEVE_HEADINGTASKvoid TASK_ACHIEVE_HEADING(Ped ped, float heading, int timeout)
- TASK_AGITATED_ACTION_CONFRONT_RESPONSETASKvoid TASK_AGITATED_ACTION_CONFRONT_RESPONSE(Ped ped, Ped ped2)
- TASK_AIM_GUN_AT_COORDTASKvoid TASK_AIM_GUN_AT_COORD(Ped ped, float x, float y, float z, int time, BOOL instantBlendToAim, BOOL playAnimIntro)
- TASK_AIM_GUN_AT_ENTITYTASKvoid TASK_AIM_GUN_AT_ENTITY(Ped ped, Entity entity, int duration, BOOL instantBlendToAim)
- TASK_AIM_GUN_SCRIPTEDTASKvoid TASK_AIM_GUN_SCRIPTED(Ped ped, Hash scriptTask, BOOL disableBlockingClip, BOOL instantBlendToAim)
- TASK_AIM_GUN_SCRIPTED_WITH_TARGETTASKvoid TASK_AIM_GUN_SCRIPTED_WITH_TARGET(Ped ped, Ped target, float x, float y, float z, int gunTaskType, BOOL disableBlockingClip, BOOL forceAim)
- TASK_ARREST_PEDTASKvoid TASK_ARREST_PED(Ped ped, Ped target)
- TASK_BOAT_MISSIONTASKvoid TASK_BOAT_MISSION(Ped pedDriver, Vehicle vehicle, Vehicle targetVehicle, Ped targetPed, float x, float y, float z, int mission, float maxSpeed, int drivingStyle, float targetReached, Any boatFlags)
- TASK_CHAT_TO_PEDTASKvoid TASK_CHAT_TO_PED(Ped ped, Ped target, int flags, float goToLocationX, float goToLocationY, float goToLocationZ, float headingDegs, float idleTime)
- TASK_CLEAR_DEFENSIVE_AREATASKvoid TASK_CLEAR_DEFENSIVE_AREA(Ped ped)
- TASK_CLEAR_LOOK_ATTASKvoid TASK_CLEAR_LOOK_AT(Ped ped)
- TASK_CLIMBTASKvoid TASK_CLIMB(Ped ped, BOOL usePlayerLaunchForce)
- TASK_CLIMB_LADDERTASKvoid TASK_CLIMB_LADDER(Ped ped, BOOL fast)
- TASK_COMBAT_HATED_TARGETS_AROUND_PEDTASKvoid TASK_COMBAT_HATED_TARGETS_AROUND_PED(Ped ped, float radius, int combatFlags)
- TASK_COMBAT_HATED_TARGETS_AROUND_PED_TIMEDTASKvoid TASK_COMBAT_HATED_TARGETS_AROUND_PED_TIMED(Ped ped, float radius, int time, int combatFlags)
- TASK_COMBAT_HATED_TARGETS_IN_AREATASKvoid TASK_COMBAT_HATED_TARGETS_IN_AREA(Ped ped, float x, float y, float z, float radius, int combatFlags)
- TASK_COMBAT_PEDTASKvoid TASK_COMBAT_PED(Ped ped, Ped targetPed, int combatFlags, int threatResponseFlags)
- TASK_COMBAT_PED_TIMEDTASKvoid TASK_COMBAT_PED_TIMED(Ped ped, Ped target, int time, int flags)
- TASK_COWERTASKvoid TASK_COWER(Ped ped, int duration)
- TASK_DRIVE_BYTASKvoid TASK_DRIVE_BY(Ped driverPed, Ped targetPed, Vehicle targetVehicle, float targetX, float targetY, float targetZ, float distanceToShoot, int pedAccuracy, BOOL pushUnderneathDrivingTaskIfDriving, Hash firingPattern)
- TASK_ENTER_VEHICLETASKvoid TASK_ENTER_VEHICLE(Ped ped, Vehicle vehicle, int timeout, int seat, float speed, int flag, const char* overrideEntryClipsetName)
- TASK_EVERYONE_LEAVE_VEHICLETASKvoid TASK_EVERYONE_LEAVE_VEHICLE(Vehicle vehicle)
- TASK_EXIT_COVERTASKvoid TASK_EXIT_COVER(Ped ped, int exitType, float x, float y, float z)
- TASK_EXTEND_ROUTETASKvoid TASK_EXTEND_ROUTE(float x, float y, float z)
- TASK_FLUSH_ROUTETASKvoid TASK_FLUSH_ROUTE()
- TASK_FOLLOW_NAV_MESH_TO_COORDTASKvoid TASK_FOLLOW_NAV_MESH_TO_COORD(Ped ped, float x, float y, float z, float moveBlendRatio, int time, float targetRadius, int flags, float targetHeading)
- TASK_FOLLOW_NAV_MESH_TO_COORD_ADVANCEDTASKvoid TASK_FOLLOW_NAV_MESH_TO_COORD_ADVANCED(Ped ped, float x, float y, float z, float moveBlendRatio, int time, float targetRadius, int flags, float slideToCoordHeading, float maxSlopeNavigable, float clampMaxSearchDistance, float targetHeading)
- TASK_FOLLOW_POINT_ROUTETASKvoid TASK_FOLLOW_POINT_ROUTE(Ped ped, float speed, int mode)
- TASK_FOLLOW_TO_OFFSET_OF_ENTITYTASKvoid TASK_FOLLOW_TO_OFFSET_OF_ENTITY(Ped ped, Entity entity, float offsetX, float offsetY, float offsetZ, float movementSpeed, int timeout, float stoppingRange, BOOL persistFollowing)
- TASK_FOLLOW_WAYPOINT_RECORDINGTASKvoid TASK_FOLLOW_WAYPOINT_RECORDING(Any p0, Any p1, Any p2, Any p3, Any p4)
- TASK_FORCE_MOTION_STATETASKvoid TASK_FORCE_MOTION_STATE(Ped ped, Hash state, BOOL forceRestart)
- TASK_GET_OFF_BOATTASKvoid TASK_GET_OFF_BOAT(Ped ped, Vehicle boat)
- TASK_GOTO_ENTITY_AIMINGTASKvoid TASK_GOTO_ENTITY_AIMING(Ped ped, Entity target, float distanceToStopAt, float StartAimingDist)
- TASK_GOTO_ENTITY_OFFSETTASKvoid TASK_GOTO_ENTITY_OFFSET(Ped ped, Entity entity, int time, float seekRadius, float seekAngleDeg, float moveBlendRatio, int gotoEntityOffsetFlags)
- TASK_GOTO_ENTITY_OFFSET_XYTASKvoid TASK_GOTO_ENTITY_OFFSET_XY(Ped ped, Entity entity, int duration, float targetRadius, float offsetX, float offsetY, float moveBlendRatio, int gotoEntityOffsetFlags)
- TASK_GO_STRAIGHT_TO_COORDTASKvoid TASK_GO_STRAIGHT_TO_COORD(Ped ped, float x, float y, float z, float speed, int timeout, float targetHeading, float distanceToSlide)
- TASK_GO_STRAIGHT_TO_COORD_RELATIVE_TO_ENTITYTASKvoid TASK_GO_STRAIGHT_TO_COORD_RELATIVE_TO_ENTITY(Ped ped, Entity entity, float x, float y, float z, float moveBlendRatio, int time)
- TASK_GO_TO_COORD_AND_AIM_AT_HATED_ENTITIES_NEAR_COORDTASKvoid TASK_GO_TO_COORD_AND_AIM_AT_HATED_ENTITIES_NEAR_COORD(Ped pedHandle, float goToLocationX, float goToLocationY, float goToLocationZ, float focusLocationX, float focusLocationY, float focusLocationZ, float speed, BOOL shootAtEnemies, float distanceToStopAt, float noRoadsDistance, BOOL useNavMesh, int navFlags, int taskFlags, Hash firingPattern)
- TASK_GO_TO_COORD_ANY_MEANSTASKvoid TASK_GO_TO_COORD_ANY_MEANS(Ped ped, float x, float y, float z, float moveBlendRatio, Vehicle vehicle, BOOL useLongRangeVehiclePathing, int drivingFlags, float maxRangeToShootTargets)
- TASK_GO_TO_COORD_ANY_MEANS_EXTRA_PARAMSTASKvoid TASK_GO_TO_COORD_ANY_MEANS_EXTRA_PARAMS(Ped ped, float x, float y, float z, float moveBlendRatio, Vehicle vehicle, BOOL useLongRangeVehiclePathing, int drivingFlags, float maxRangeToShootTargets, float extraVehToTargetDistToPreferVehicle, float driveStraightLineDistance, int extraFlags, float warpTimerMS)
- TASK_GO_TO_COORD_ANY_MEANS_EXTRA_PARAMS_WITH_CRUISE_SPEEDTASKvoid TASK_GO_TO_COORD_ANY_MEANS_EXTRA_PARAMS_WITH_CRUISE_SPEED(Ped ped, float x, float y, float z, float moveBlendRatio, Vehicle vehicle, BOOL useLongRangeVehiclePathing, int drivingFlags, float maxRangeToShootTargets, float extraVehToTargetDistToPreferVehicle, float driveStraightLineDistance, int extraFlags, float cruiseSpeed, float targetArriveDist)
- TASK_GO_TO_COORD_WHILE_AIMING_AT_COORDTASKvoid TASK_GO_TO_COORD_WHILE_AIMING_AT_COORD(Ped ped, float x, float y, float z, float aimAtX, float aimAtY, float aimAtZ, float moveBlendRatio, BOOL shoot, float targetRadius, float slowDistance, BOOL useNavMesh, int navFlags, BOOL instantBlendToAim, Hash firingPattern)
- TASK_GO_TO_COORD_WHILE_AIMING_AT_ENTITYTASKvoid TASK_GO_TO_COORD_WHILE_AIMING_AT_ENTITY(Ped ped, float x, float y, float z, Entity aimAtID, float moveBlendRatio, BOOL shoot, float targetRadius, float slowDistance, BOOL useNavMesh, int navFlags, BOOL instantBlendToAim, Hash firingPattern, int time)
- TASK_GO_TO_ENTITYTASKvoid TASK_GO_TO_ENTITY(Entity entity, Entity target, int duration, float distance, float moveBlendRatio, float slowDownDistance, int flags)
- TASK_GO_TO_ENTITY_WHILE_AIMING_AT_COORDTASKvoid TASK_GO_TO_ENTITY_WHILE_AIMING_AT_COORD(Ped ped, Entity entity, float aimX, float aimY, float aimZ, float moveBlendRatio, BOOL shoot, float targetRadius, float slowDistance, BOOL useNavMesh, BOOL instantBlendToAim, Hash firingPattern)
- TASK_GO_TO_ENTITY_WHILE_AIMING_AT_ENTITYTASKvoid TASK_GO_TO_ENTITY_WHILE_AIMING_AT_ENTITY(Ped ped, Entity entityToWalkTo, Entity entityToAimAt, float speed, BOOL shootatEntity, float targetRadius, float slowDistance, BOOL useNavMesh, BOOL instantBlendToAim, Hash firingPattern)
- TASK_GUARD_ASSIGNED_DEFENSIVE_AREATASKvoid TASK_GUARD_ASSIGNED_DEFENSIVE_AREA(Ped ped, float x, float y, float z, float heading, float maxPatrolProximity, int timer)
- TASK_GUARD_CURRENT_POSITIONTASKvoid TASK_GUARD_CURRENT_POSITION(Ped ped, float maxPatrolProximity, float defensiveAreaRadius, BOOL setDefensiveArea)
- TASK_GUARD_SPHERE_DEFENSIVE_AREATASKvoid TASK_GUARD_SPHERE_DEFENSIVE_AREA(Ped ped, float defendPositionX, float defendPositionY, float defendPositionZ, float heading, float maxPatrolProximity, int time, float x, float y, float z, float defensiveAreaRadius)
- TASK_HANDS_UPTASKvoid TASK_HANDS_UP(Ped ped, int duration, Ped facingPed, int timeToFacePed, int flags)
- TASK_HELI_CHASETASKvoid TASK_HELI_CHASE(Ped pilot, Entity entityToFollow, float x, float y, float z)
- TASK_HELI_ESCORT_HELITASKvoid TASK_HELI_ESCORT_HELI(Ped pilot, Vehicle heli1, Vehicle heli2, float offsetX, float offsetY, float offsetZ)
- TASK_HELI_MISSIONTASKvoid TASK_HELI_MISSION(Ped pilot, Vehicle aircraft, Vehicle targetVehicle, Ped targetPed, float destinationX, float destinationY, float destinationZ, int missionFlag, float maxSpeed, float radius, float targetHeading, int maxHeight, int minHeight, float slowDownDistance, int behaviorFlags)
- TASK_JUMPTASKvoid TASK_JUMP(Ped ped, BOOL usePlayerLaunchForce, BOOL doSuperJump, BOOL useFullSuperJumpForce)
- TASK_LEAVE_ANY_VEHICLETASKvoid TASK_LEAVE_ANY_VEHICLE(Ped ped, int delayTime, int flags)
- TASK_LEAVE_VEHICLETASKvoid TASK_LEAVE_VEHICLE(Ped ped, Vehicle vehicle, int flags)
- TASK_LOOK_AT_COORDTASKvoid TASK_LOOK_AT_COORD(Entity entity, float x, float y, float z, int duration, int flags, int priority)
- TASK_LOOK_AT_ENTITYTASKvoid TASK_LOOK_AT_ENTITY(Ped ped, Entity lookAt, int duration, int flags, int priority)
- TASK_MOVE_NETWORK_ADVANCED_BY_NAMETASKvoid TASK_MOVE_NETWORK_ADVANCED_BY_NAME(Ped ped, const char* network, float x, float y, float z, float rotX, float rotY, float rotZ, int rotOrder, float blendDuration, BOOL allowOverrideCloneUpdate, const char* animDict, int flags)
- TASK_MOVE_NETWORK_ADVANCED_BY_NAME_WITH_INIT_PARAMSTASKvoid TASK_MOVE_NETWORK_ADVANCED_BY_NAME_WITH_INIT_PARAMS(Ped ped, const char* network, int* initialParameters, float x, float y, float z, float rotX, float rotY, float rotZ, int rotOrder, float blendDuration, BOOL allowOverrideCloneUpdate, const char* dictionary, int flags)
- TASK_MOVE_NETWORK_BY_NAMETASKvoid TASK_MOVE_NETWORK_BY_NAME(Ped ped, const char* task, float multiplier, BOOL allowOverrideCloneUpdate, const char* animDict, int flags)
- TASK_MOVE_NETWORK_BY_NAME_WITH_INIT_PARAMSTASKvoid TASK_MOVE_NETWORK_BY_NAME_WITH_INIT_PARAMS(Ped ped, const char* network, int* initialParameters, float blendDuration, BOOL allowOverrideCloneUpdate, const char* animDict, int flags)
- TASK_OPEN_VEHICLE_DOORTASKvoid TASK_OPEN_VEHICLE_DOOR(Ped ped, Vehicle vehicle, int timeOut, int seat, float speed)
- TASK_PARACHUTETASKvoid TASK_PARACHUTE(Ped ped, BOOL giveParachuteItem, BOOL instant)
- TASK_PARACHUTE_TO_TARGETTASKvoid TASK_PARACHUTE_TO_TARGET(Ped ped, float x, float y, float z)
- TASK_PATROLTASKvoid TASK_PATROL(Ped ped, const char* patrolRouteName, int alertState, BOOL canChatToPeds, BOOL useHeadLookAt)
- TASK_PAUSETASKvoid TASK_PAUSE(Ped ped, int ms)
- TASK_PED_SLIDE_TO_COORDTASKvoid TASK_PED_SLIDE_TO_COORD(Ped ped, float x, float y, float z, float heading, float speed)
- TASK_PED_SLIDE_TO_COORD_HDG_RATETASKvoid TASK_PED_SLIDE_TO_COORD_HDG_RATE(Ped ped, float x, float y, float z, float heading, float speed, float headingChangeRate)
- TASK_PERFORM_SEQUENCETASKvoid TASK_PERFORM_SEQUENCE(Ped ped, int taskSequenceId)
- TASK_PERFORM_SEQUENCE_FROM_PROGRESSTASKvoid TASK_PERFORM_SEQUENCE_FROM_PROGRESS(Ped ped, int taskIndex, int progress1, int progress2)
- TASK_PERFORM_SEQUENCE_LOCALLYTASKvoid TASK_PERFORM_SEQUENCE_LOCALLY(Ped ped, int taskSequenceId)
- TASK_PLANE_CHASETASKvoid TASK_PLANE_CHASE(Ped pilot, Entity entityToFollow, float x, float y, float z)
- TASK_PLANE_GOTO_PRECISE_VTOLTASKvoid TASK_PLANE_GOTO_PRECISE_VTOL(Ped ped, Vehicle vehicle, float x, float y, float z, int flightHeight, int minHeightAboveTerrain, BOOL useDesiredOrientation, float desiredOrientation, BOOL autopilot)
- TASK_PLANE_LANDTASKvoid TASK_PLANE_LAND(Ped pilot, Vehicle plane, float runwayStartX, float runwayStartY, float runwayStartZ, float runwayEndX, float runwayEndY, float runwayEndZ)
- TASK_PLANE_MISSIONTASKvoid TASK_PLANE_MISSION(Ped pilot, Vehicle aircraft, Vehicle targetVehicle, Ped targetPed, float destinationX, float destinationY, float destinationZ, int missionFlag, float angularDrag, float targetReached, float targetHeading, float maxZ, float minZ, BOOL precise)
- TASK_PLANE_TAXITASKvoid TASK_PLANE_TAXI(Ped pilot, Vehicle aircraft, float x, float y, float z, float cruiseSpeed, float targetReached)
- TASK_PLANT_BOMBTASKvoid TASK_PLANT_BOMB(Ped ped, float x, float y, float z, float heading)
- TASK_PLAY_ANIMTASKvoid TASK_PLAY_ANIM(Ped ped, const char* animDictionary, const char* animationName, float blendInSpeed, float blendOutSpeed, int duration, int flag, float playbackRate, BOOL lockX, BOOL lockY, BOOL lockZ)
- TASK_PLAY_ANIM_ADVANCEDTASKvoid TASK_PLAY_ANIM_ADVANCED(Ped ped, const char* animDict, const char* animName, float posX, float posY, float posZ, float rotX, float rotY, float rotZ, float animEnterSpeed, float animExitSpeed, int duration, Any flag, float animTime, int rotOrder, int ikFlags)
- TASK_PLAY_PHONE_GESTURE_ANIMATIONTASKvoid TASK_PLAY_PHONE_GESTURE_ANIMATION(Ped ped, const char* animDict, const char* animation, const char* boneMaskType, float blendInDuration, float blendOutDuration, BOOL isLooping, BOOL holdLastFrame)
- TASK_PUT_PED_DIRECTLY_INTO_COVERTASKvoid TASK_PUT_PED_DIRECTLY_INTO_COVER(Ped ped, float x, float y, float z, int time, BOOL allowPeekingAndFiring, float blendInDuration, BOOL forceInitialFacingDirection, BOOL forceFaceLeft, int identifier, BOOL doEntry)
- TASK_PUT_PED_DIRECTLY_INTO_MELEETASKvoid TASK_PUT_PED_DIRECTLY_INTO_MELEE(Ped ped, Ped meleeTarget, float blendInDuration, float timeInMelee, float strafePhaseSync, int aiCombatFlags)
- TASK_RAPPEL_DOWN_WALL_USING_CLIPSET_OVERRIDETASKvoid TASK_RAPPEL_DOWN_WALL_USING_CLIPSET_OVERRIDE(Ped ped, float x1, float y1, float z1, float x2, float y2, float z2, float minZ, int ropeHandle, const char* clipSet, Any p10)
- TASK_RAPPEL_FROM_HELITASKvoid TASK_RAPPEL_FROM_HELI(Ped ped, float minHeightAboveGround)
- TASK_REACT_AND_FLEE_PEDTASKvoid TASK_REACT_AND_FLEE_PED(Ped ped, Ped fleeTarget)
- TASK_RELOAD_WEAPONTASKvoid TASK_RELOAD_WEAPON(Ped ped, BOOL drawWeapon)
- TASK_SCRIPTED_ANIMATIONTASKvoid TASK_SCRIPTED_ANIMATION(Ped ped, int* priorityLowData, int* priorityMidData, int* priorityHighData, float blendInDelta, float blendOutDelta)
- TASK_SEEK_COVER_FROM_PEDTASKvoid TASK_SEEK_COVER_FROM_PED(Ped ped, Ped target, int duration, BOOL allowPeekingAndFiring)
- TASK_SEEK_COVER_FROM_POSTASKvoid TASK_SEEK_COVER_FROM_POS(Ped ped, float x, float y, float z, int duration, BOOL allowPeekingAndFiring)
- TASK_SEEK_COVER_TO_COORDSTASKvoid TASK_SEEK_COVER_TO_COORDS(Ped ped, float x1, float y1, float z1, float x2, float y2, float z2, int timeout, BOOL shortRoute)
- TASK_SEEK_COVER_TO_COVER_POINTTASKvoid TASK_SEEK_COVER_TO_COVER_POINT(Ped ped, ScrHandle coverpoint, float x, float y, float z, int time, BOOL allowPeekingAndFiring)
- TASK_SET_BLOCKING_OF_NON_TEMPORARY_EVENTSTASKvoid TASK_SET_BLOCKING_OF_NON_TEMPORARY_EVENTS(Ped ped, BOOL toggle)
- TASK_SET_DECISION_MAKERTASKvoid TASK_SET_DECISION_MAKER(Ped ped, Hash decisionMakerId)
- TASK_SET_SPHERE_DEFENSIVE_AREATASKvoid TASK_SET_SPHERE_DEFENSIVE_AREA(Ped ped, float x, float y, float z, float radius)
- TASK_SHOCKING_EVENT_REACTTASKvoid TASK_SHOCKING_EVENT_REACT(Ped ped, int eventHandle)
- TASK_SHOOT_AT_COORDTASKvoid TASK_SHOOT_AT_COORD(Ped ped, float x, float y, float z, int duration, Hash firingPattern)
- TASK_SHOOT_AT_ENTITYTASKvoid TASK_SHOOT_AT_ENTITY(Entity entity, Entity target, int duration, Hash firingPattern)
- TASK_SHUFFLE_TO_NEXT_VEHICLE_SEATTASKvoid TASK_SHUFFLE_TO_NEXT_VEHICLE_SEAT(Ped ped, Vehicle vehicle, BOOL useAlternateShuffle)
- TASK_SKY_DIVETASKvoid TASK_SKY_DIVE(Ped ped, BOOL instant)
- TASK_SMART_FLEE_COORDTASKvoid TASK_SMART_FLEE_COORD(Ped ped, float x, float y, float z, float distance, int time, BOOL perferPavements, BOOL quitIfOutOfRange)
- TASK_SMART_FLEE_PEDTASKvoid TASK_SMART_FLEE_PED(Ped ped, Ped fleeTarget, float safeDistance, int fleeTime, BOOL perferPavements, BOOL updateToNearestHatedPed)
- TASK_STAND_GUARDTASKvoid TASK_STAND_GUARD(Ped ped, float x, float y, float z, float heading, const char* scenarioName)
- TASK_STAND_STILLTASKvoid TASK_STAND_STILL(Ped ped, int time)
- TASK_START_SCENARIO_AT_POSITIONTASKvoid TASK_START_SCENARIO_AT_POSITION(Ped ped, const char* scenarioName, float x, float y, float z, float heading, int duration, BOOL sittingScenario, BOOL teleport)
- TASK_START_SCENARIO_IN_PLACETASKvoid TASK_START_SCENARIO_IN_PLACE(Ped ped, const char* scenarioName, int unkDelay, BOOL playEnterAnim)
- TASK_STAY_IN_COVERTASKvoid TASK_STAY_IN_COVER(Ped ped)
- TASK_STEALTH_KILLTASKvoid TASK_STEALTH_KILL(Ped killer, Ped target, Hash stealthKillActionResultHash, float desiredMoveBlendRatio, int stealthFlags)
- TASK_STOP_PHONE_GESTURE_ANIMATIONTASKvoid TASK_STOP_PHONE_GESTURE_ANIMATION(Ped ped, float blendOutOverride)
- TASK_SUBMARINE_GOTO_AND_STOPTASKvoid TASK_SUBMARINE_GOTO_AND_STOP(Ped ped, Vehicle submarine, float x, float y, float z, BOOL autopilot)
- TASK_SWAP_WEAPONTASKvoid TASK_SWAP_WEAPON(Ped ped, BOOL drawWeapon)
- TASK_SWEEP_AIM_ENTITYTASKvoid TASK_SWEEP_AIM_ENTITY(Ped ped, const char* animDict, const char* lowAnimName, const char* medAnimName, const char* hiAnimName, int runtime, Entity targetEntity, float turnRate, float blendInDuration)
- TASK_SWEEP_AIM_POSITIONTASKvoid TASK_SWEEP_AIM_POSITION(Ped ped, const char* animDict, const char* lowAnimName, const char* medAnimName, const char* hiAnimName, int runtime, float x, float y, float z, float turnRate, float blendInDuration)
- TASK_SYNCHRONIZED_SCENETASKvoid TASK_SYNCHRONIZED_SCENE(Ped ped, int scene, const char* animDictionary, const char* animationName, float blendIn, float blendOut, int flags, int ragdollBlockingFlags, float moverBlendDelta, int ikFlags)
- TASK_THROW_PROJECTILETASKvoid TASK_THROW_PROJECTILE(Ped ped, float x, float y, float z, int ignoreCollisionEntityIndex, BOOL createInvincibleProjectile)
- TASK_TOGGLE_DUCKTASKvoid TASK_TOGGLE_DUCK(Ped ped, int toggleType)
- TASK_TURN_PED_TO_FACE_COORDTASKvoid TASK_TURN_PED_TO_FACE_COORD(Ped ped, float x, float y, float z, int duration)
- TASK_TURN_PED_TO_FACE_ENTITYTASKvoid TASK_TURN_PED_TO_FACE_ENTITY(Ped ped, Entity entity, int duration)
- TASK_USE_MOBILE_PHONETASKvoid TASK_USE_MOBILE_PHONE(Ped ped, BOOL usePhone, int desiredPhoneMode)
- TASK_USE_MOBILE_PHONE_TIMEDTASKvoid TASK_USE_MOBILE_PHONE_TIMED(Ped ped, int duration)
- TASK_USE_NEAREST_SCENARIO_CHAIN_TO_COORDTASKvoid TASK_USE_NEAREST_SCENARIO_CHAIN_TO_COORD(Ped ped, float x, float y, float z, float maxRange, int timeToLeave)
- TASK_USE_NEAREST_SCENARIO_CHAIN_TO_COORD_WARPTASKvoid TASK_USE_NEAREST_SCENARIO_CHAIN_TO_COORD_WARP(Ped ped, float x, float y, float z, float radius, int timeToLeave)
- TASK_USE_NEAREST_SCENARIO_TO_COORDTASKvoid TASK_USE_NEAREST_SCENARIO_TO_COORD(Ped ped, float x, float y, float z, float distance, int duration)
- TASK_USE_NEAREST_SCENARIO_TO_COORD_WARPTASKvoid TASK_USE_NEAREST_SCENARIO_TO_COORD_WARP(Ped ped, float x, float y, float z, float radius, int timeToLeave)
- TASK_VEHICLE_AIM_AT_COORDTASKvoid TASK_VEHICLE_AIM_AT_COORD(Ped ped, float x, float y, float z)
- TASK_VEHICLE_AIM_AT_PEDTASKvoid TASK_VEHICLE_AIM_AT_PED(Ped ped, Ped target)
- TASK_VEHICLE_CHASETASKvoid TASK_VEHICLE_CHASE(Ped driver, Entity targetEnt)
- TASK_VEHICLE_DRIVE_TO_COORDTASKvoid TASK_VEHICLE_DRIVE_TO_COORD(Ped ped, Vehicle vehicle, float x, float y, float z, float speed, Any p6, Hash vehicleModel, int drivingMode, float stopRange, float straightLineDistance)
- TASK_VEHICLE_DRIVE_TO_COORD_LONGRANGETASKvoid TASK_VEHICLE_DRIVE_TO_COORD_LONGRANGE(Ped ped, Vehicle vehicle, float x, float y, float z, float speed, int driveMode, float stopRange)
- TASK_VEHICLE_DRIVE_WANDERTASKvoid TASK_VEHICLE_DRIVE_WANDER(Ped ped, Vehicle vehicle, float speed, int drivingStyle)
- TASK_VEHICLE_ESCORTTASKvoid TASK_VEHICLE_ESCORT(Ped ped, Vehicle vehicle, Vehicle targetVehicle, int mode, float speed, int drivingStyle, float minDistance, int minHeightAboveTerrain, float noRoadsDistance)
- TASK_VEHICLE_FOLLOWTASKvoid TASK_VEHICLE_FOLLOW(Ped driver, Vehicle vehicle, Entity targetEntity, float speed, int drivingStyle, int minDistance)
- TASK_VEHICLE_FOLLOW_WAYPOINT_RECORDINGTASKvoid TASK_VEHICLE_FOLLOW_WAYPOINT_RECORDING(Ped ped, Vehicle vehicle, const char* WPRecording, int p3, int p4, int p5, int p6, float p7, BOOL p8, float p9)
- TASK_VEHICLE_GOTO_NAVMESHTASKvoid TASK_VEHICLE_GOTO_NAVMESH(Ped ped, Vehicle vehicle, float x, float y, float z, float speed, int behaviorFlag, float stoppingRange)
- TASK_VEHICLE_HELI_PROTECTTASKvoid TASK_VEHICLE_HELI_PROTECT(Ped pilot, Vehicle vehicle, Entity entityToFollow, float targetSpeed, int drivingFlags, float radius, int altitude, int heliFlags)
- TASK_VEHICLE_MISSIONTASKvoid TASK_VEHICLE_MISSION(Ped driver, Vehicle vehicle, Vehicle vehicleTarget, int missionType, float cruiseSpeed, int drivingStyle, float targetReached, float straightLineDistance, BOOL DriveAgainstTraffic)
- TASK_VEHICLE_MISSION_COORS_TARGETTASKvoid TASK_VEHICLE_MISSION_COORS_TARGET(Ped ped, Vehicle vehicle, float x, float y, float z, int mission, float cruiseSpeed, int drivingStyle, float targetReached, float straightLineDistance, BOOL DriveAgainstTraffic)
- TASK_VEHICLE_MISSION_PED_TARGETTASKvoid TASK_VEHICLE_MISSION_PED_TARGET(Ped ped, Vehicle vehicle, Ped pedTarget, int missionType, float maxSpeed, int drivingStyle, float minDistance, float straightLineDistance, BOOL DriveAgainstTraffic)
- TASK_VEHICLE_PARKTASKvoid TASK_VEHICLE_PARK(Ped ped, Vehicle vehicle, float x, float y, float z, float heading, int mode, float radius, BOOL keepEngineOn)
- TASK_VEHICLE_PLAY_ANIMTASKvoid TASK_VEHICLE_PLAY_ANIM(Vehicle vehicle, const char* animationSet, const char* animationName)
- TASK_VEHICLE_SHOOT_AT_COORDTASKvoid TASK_VEHICLE_SHOOT_AT_COORD(Ped ped, float x, float y, float z, float fireTolerance)
- TASK_VEHICLE_SHOOT_AT_PEDTASKvoid TASK_VEHICLE_SHOOT_AT_PED(Ped ped, Ped target, float fireTolerance)
- TASK_VEHICLE_TEMP_ACTIONTASKvoid TASK_VEHICLE_TEMP_ACTION(Ped driver, Vehicle vehicle, int action, int time)
- TASK_WANDER_IN_AREATASKvoid TASK_WANDER_IN_AREA(Ped ped, float x, float y, float z, float radius, float minimalLength, float timeBetweenWalks)
- TASK_WANDER_SPECIFICTASKvoid TASK_WANDER_SPECIFIC(Ped ped, const char* conditionalAnimGroupStr, const char* conditionalAnimStr, float heading)
- TASK_WANDER_STANDARDTASKvoid TASK_WANDER_STANDARD(Ped ped, float heading, int flags)
- TASK_WARP_PED_DIRECTLY_INTO_COVERTASKvoid TASK_WARP_PED_DIRECTLY_INTO_COVER(Ped ped, int time, BOOL allowPeekingAndFiring, BOOL forceInitialFacingDirection, BOOL forceFaceLeft, int identifier)
- TASK_WARP_PED_INTO_VEHICLETASKvoid TASK_WARP_PED_INTO_VEHICLE(Ped ped, Vehicle vehicle, int seat)
- TASK_WRITHETASKvoid TASK_WRITHE(Ped ped, Ped target, int minFireLoops, int startState, BOOL forceShootOnGround, int shootFromGroundTimer)
- UNCUFF_PEDTASKvoid UNCUFF_PED(Ped ped)
- UPDATE_TASK_AIM_GUN_SCRIPTED_TARGETTASKvoid UPDATE_TASK_AIM_GUN_SCRIPTED_TARGET(Ped ped, Ped target, float x, float y, float z, BOOL disableBlockingClip)
- UPDATE_TASK_HANDS_UP_DURATIONTASKvoid UPDATE_TASK_HANDS_UP_DURATION(Ped ped, int duration)
- UPDATE_TASK_SWEEP_AIM_ENTITYTASKvoid UPDATE_TASK_SWEEP_AIM_ENTITY(Ped ped, Entity entity)
- UPDATE_TASK_SWEEP_AIM_POSITIONTASKvoid UPDATE_TASK_SWEEP_AIM_POSITION(Ped ped, float x, float y, float z)
- USE_WAYPOINT_RECORDING_AS_ASSISTED_MOVEMENT_ROUTETASKvoid USE_WAYPOINT_RECORDING_AS_ASSISTED_MOVEMENT_ROUTE(const char* name, BOOL p1, float p2, float p3)
- VEHICLE_WAYPOINT_PLAYBACK_OVERRIDE_SPEEDTASKvoid VEHICLE_WAYPOINT_PLAYBACK_OVERRIDE_SPEED(Vehicle vehicle, float speed)
- VEHICLE_WAYPOINT_PLAYBACK_PAUSETASKvoid VEHICLE_WAYPOINT_PLAYBACK_PAUSE(Vehicle vehicle)
- VEHICLE_WAYPOINT_PLAYBACK_RESUMETASKvoid VEHICLE_WAYPOINT_PLAYBACK_RESUME(Vehicle vehicle)
- VEHICLE_WAYPOINT_PLAYBACK_USE_DEFAULT_SPEEDTASKvoid VEHICLE_WAYPOINT_PLAYBACK_USE_DEFAULT_SPEED(Vehicle vehicle)
- WAYPOINT_PLAYBACK_GET_IS_PAUSEDTASKBOOL WAYPOINT_PLAYBACK_GET_IS_PAUSED(Any p0)
- WAYPOINT_PLAYBACK_OVERRIDE_SPEEDTASKvoid WAYPOINT_PLAYBACK_OVERRIDE_SPEED(Any p0, float p1, BOOL p2)
- WAYPOINT_PLAYBACK_PAUSETASKvoid WAYPOINT_PLAYBACK_PAUSE(Any p0, BOOL p1, BOOL p2)
- WAYPOINT_PLAYBACK_RESUMETASKvoid WAYPOINT_PLAYBACK_RESUME(Any p0, BOOL p1, Any p2, Any p3)
- WAYPOINT_PLAYBACK_START_AIMING_AT_COORDTASKvoid WAYPOINT_PLAYBACK_START_AIMING_AT_COORD(Any p0, float p1, float p2, float p3, BOOL p4)
- WAYPOINT_PLAYBACK_START_AIMING_AT_PEDTASKvoid WAYPOINT_PLAYBACK_START_AIMING_AT_PED(Any p0, Any p1, BOOL p2)
- WAYPOINT_PLAYBACK_START_SHOOTING_AT_COORDTASKvoid WAYPOINT_PLAYBACK_START_SHOOTING_AT_COORD(Any p0, float p1, float p2, float p3, BOOL p4, Any p5)
- WAYPOINT_PLAYBACK_START_SHOOTING_AT_PEDTASKvoid WAYPOINT_PLAYBACK_START_SHOOTING_AT_PED(Any p0, Any p1, BOOL p2, Any p3)
- WAYPOINT_PLAYBACK_STOP_AIMING_OR_SHOOTINGTASKvoid WAYPOINT_PLAYBACK_STOP_AIMING_OR_SHOOTING(Any p0)
- WAYPOINT_PLAYBACK_USE_DEFAULT_SPEEDTASKvoid WAYPOINT_PLAYBACK_USE_DEFAULT_SPEED(Any p0)
- WAYPOINT_RECORDING_GET_CLOSEST_WAYPOINTTASKBOOL WAYPOINT_RECORDING_GET_CLOSEST_WAYPOINT(const char* name, float x, float y, float z, int* point)
- WAYPOINT_RECORDING_GET_COORDTASKBOOL WAYPOINT_RECORDING_GET_COORD(const char* name, int point, Vector3* coord)
- WAYPOINT_RECORDING_GET_NUM_POINTSTASKBOOL WAYPOINT_RECORDING_GET_NUM_POINTS(const char* name, int* points)
- WAYPOINT_RECORDING_GET_SPEED_AT_POINTTASKfloat WAYPOINT_RECORDING_GET_SPEED_AT_POINT(const char* name, int point)