TASK_PARACHUTE(Ped ped, BOOL p1)
TASK_PARACHUTE_TO_TARGET(Ped ped, float x, float y, float z)
TASK_PATROL(Ped ped, char* p1, Any p2, BOOL p3, BOOL p4)
TASK_PAUSE(Ped ped, int ms)
TASK_PED_SLIDE_TO_COORD(Ped ped, float x, float y, float z, float heading, float duration)
TASK_PED_SLIDE_TO_COORD_HDG_RATE(Ped ped, float x, float y, float z, float heading, float p5, float p6)
TASK_PERFORM_SEQUENCE(Ped ped, int taskSequenceId)
TASK_PERFORM_SEQUENCE_FROM_PROGRESS(Any p0, Any p1, Any p2, Any p3)
_TASK_PERFORM_SEQUENCE_LOCALLY(Ped ped, int taskSequenceId)
TASK_PLANE_CHASE(Ped pilot, Entity entityToFollow, float x, float y, float z)
_TASK_PLANE_GOTO_PRECISE_VTOL(Ped ped, Vehicle vehicle, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7, Any p8, Any p9)
TASK_PLANE_LAND(Ped pilot, Vehicle plane, float runwayStartX, float runwayStartY, float runwayStartZ, float runwayEndX, float runwayEndY, float runwayEndZ)
TASK_PLANE_MISSION(Ped pilot, Vehicle aircraft, Vehicle targetVehicle, Ped targetPed, float destinationX, float destinationY, float destinationZ, int missionFlag, float angularDrag, float unk, float targetHeading, float maxZ, float minZ)
TASK_PLANE_TAXI(Ped pilot, Vehicle aircraft, float xPos, float yPos, float zPos, float fCruiseSpeed, float fTargetReachedDist)
TASK_PLANT_BOMB(Ped ped, float x, float y, float z, float heading)
TASK_PLAY_ANIM(Ped ped, char* animDictionary, char* animationName, float blendInSpeed, float blendOutSpeed, int duration, int flag, float playbackRate, BOOL lockX, BOOL lockY, BOOL lockZ)
TASK_PLAY_ANIM_ADVANCED(Ped ped, char* animDict, char* animName, float posX, float posY, float posZ, float rotX, float rotY, float rotZ, float animEnterSpeed, float animExitSpeed, int duration, Any flag, float animTime, Any p14, Any p15)
TASK_PLAY_PHONE_GESTURE_ANIMATION(Ped ped, char* animDict, char* animation, char* boneMaskType, float p4, float p5, BOOL p6, BOOL p7)
TASK_PUT_PED_DIRECTLY_INTO_COVER(Ped ped, float x, float y, float z, Any timeout, BOOL p5, float p6, BOOL p7, BOOL p8, Any p9, BOOL p10)
TASK_PUT_PED_DIRECTLY_INTO_MELEE(Ped ped, Ped meleeTarget, float p2, float p3, float p4, BOOL p5)
_TASK_RAPPEL_DOWN_WALL(Ped ped, float x1, float y1, float z1, float x2, float y2, float z2, float minZ, int ropeId, char* clipset, Any p10)
TASK_RAPPEL_FROM_HELI(Ped ped, float unused)
TASK_REACT_AND_FLEE_PED(Ped ped, Ped fleeTarget)
TASK_RELOAD_WEAPON(Ped ped, BOOL unused)
TASK_SCRIPTED_ANIMATION(Ped ped, Any* p1, Any* p2, Any* p3, float p4, float p5)
TASK_SEEK_COVER_FROM_PED(Ped ped, Ped target, int duration, BOOL p3)
TASK_SEEK_COVER_FROM_POS(Ped ped, float x, float y, float z, int duration, BOOL p5)
TASK_SEEK_COVER_TO_COORDS(Ped ped, float x1, float y1, float z1, float x2, float y2, float z2, Any p7, BOOL p8)
TASK_SEEK_COVER_TO_COVER_POINT(Any p0, Any p1, float p2, float p3, float p4, Any p5, BOOL p6)
TASK_SET_BLOCKING_OF_NON_TEMPORARY_EVENTS(Ped ped, BOOL toggle)
TASK_SET_DECISION_MAKER(Ped ped, Hash p1)
TASK_SET_SPHERE_DEFENSIVE_AREA(Any p0, float p1, float p2, float p3, float p4)
TASK_SHOCKING_EVENT_REACT(Ped ped, int eventHandle)
TASK_SHOOT_AT_COORD(Ped ped, float x, float y, float z, int duration, Hash firingPattern)
TASK_SHOOT_AT_ENTITY(Entity entity, Entity target, int duration, Hash firingPattern)