TASK_HELI_CHASE(Ped pilot, Entity entityToFollow, float x, float y, float z)
_TASK_HELI_ESCORT_HELI(Ped pilot, Vehicle heli1, Vehicle heli2, float p3, float p4, float p5)
TASK_HELI_MISSION(Ped pilot, Vehicle aircraft, Vehicle targetVehicle, Ped targetPed, float destinationX, float destinationY, float destinationZ, int missionFlag, float maxSpeed, float landingRadius, float targetHeading, int unk1, int unk2, float unk3, int landingFlags)
TASK_JUMP(Ped ped, BOOL unused)
TASK_LEAVE_ANY_VEHICLE(Ped ped, int p1, int flags)
TASK_LEAVE_VEHICLE(Ped ped, Vehicle vehicle, int flags)
TASK_LOOK_AT_COORD(Entity entity, float x, float y, float z, int duration, Any p5, Any p6)
TASK_LOOK_AT_ENTITY(Ped ped, Entity lookAt, int duration, int unknown1, int unknown2)
TASK_MOVE_NETWORK_ADVANCED_BY_NAME(Ped ped, char* p1, float p2, float p3, float p4, float p5, float p6, float p7, Any p8, float p9, BOOL p10, char* animDict, int flags)
TASK_MOVE_NETWORK_BY_NAME(Ped ped, char* task, float multiplier, BOOL p3, char* animDict, int flags)
_TASK_MOVE_NETWORK_BY_NAME_WITH_INIT_PARAMS(Ped ped, char* p1, Any* data, float p3, BOOL p4, char* animDict, int flags)
TASK_OPEN_VEHICLE_DOOR(Ped ped, Vehicle vehicle, int timeOut, int seat, float speed)
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)