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)
TASK_SHUFFLE_TO_NEXT_VEHICLE_SEAT(Ped ped, Vehicle vehicle)
TASK_SKY_DIVE(Ped ped)
TASK_SMART_FLEE_COORD(Ped ped, float x, float y, float z, float distance, int time, BOOL p6, BOOL p7)
TASK_SMART_FLEE_PED(Ped ped, Ped fleeTarget, float distance, Any fleeTime, BOOL p4, BOOL p5)
TASK_STAND_GUARD(Ped ped, float x, float y, float z, float heading, char* scenarioName)
TASK_STAND_STILL(Ped ped, int time)
TASK_START_SCENARIO_AT_POSITION(Ped ped, char* scenarioName, float x, float y, float z, float heading, int duration, BOOL sittingScenario, BOOL teleport)
TASK_START_SCENARIO_IN_PLACE(Ped ped, char* scenarioName, int unkDelay, BOOL playEnterAnim)
TASK_STAY_IN_COVER(Ped ped)
TASK_STEALTH_KILL(Ped killer, Ped target, Hash actionType, float p3, Any p4)
TASK_STOP_PHONE_GESTURE_ANIMATION(Ped ped)
_TASK_SUBMARINE_GOTO_AND_STOP(Any p0, Vehicle submarine, float x, float y, float z, Any p5)
TASK_SWAP_WEAPON(Ped ped, BOOL p1)
TASK_SWEEP_AIM_ENTITY(Ped ped, char* anim, char* p2, char* p3, char* p4, int p5, Vehicle vehicle, float p7, float p8)
TASK_SWEEP_AIM_POSITION(Any p0, Any* p1, Any* p2, Any* p3, Any* p4, Any p5, float p6, float p7, float p8, float p9, float p10)
TASK_SYNCHRONIZED_SCENE(Ped ped, int scene, char* animDictionary, char* animationName, float speed, float speedMultiplier, int duration, int flag, float playbackRate, Any p9)
TASK_THROW_PROJECTILE(Ped ped, float x, float y, float z)
TASK_TOGGLE_DUCK(BOOL p0, BOOL p1)
TASK_TURN_PED_TO_FACE_COORD(Ped ped, float x, float y, float z, int duration)
TASK_TURN_PED_TO_FACE_ENTITY(Ped ped, Entity entity, int duration)
TASK_USE_MOBILE_PHONE(Ped ped, int p1)
TASK_USE_MOBILE_PHONE_TIMED(Ped ped, int duration)
TASK_USE_NEAREST_SCENARIO_CHAIN_TO_COORD(Any p0, float p1, float p2, float p3, float p4, Any p5)
TASK_USE_NEAREST_SCENARIO_CHAIN_TO_COORD_WARP(Any p0, float p1, float p2, float p3, float p4, Any p5)
TASK_USE_NEAREST_SCENARIO_TO_COORD(Ped ped, float x, float y, float z, float distance, int duration)
TASK_USE_NEAREST_SCENARIO_TO_COORD_WARP(Ped ped, float x, float y, float z, float radius, Any p5)
TASK_VEHICLE_AIM_AT_COORD(Ped ped, float x, float y, float z)