STOP_ANIM_PLAYBACK(Ped ped, int p1, BOOL p2)
STOP_ANIM_TASK(Ped ped, char* animDictionary, char* animationName, float animExitSpeed)
TASK_ACHIEVE_HEADING(Ped ped, float heading, int timeout)
_TASK_AGITATED_ACTION(Ped ped, Ped ped2)
TASK_AIM_GUN_AT_COORD(Ped ped, float x, float y, float z, int time, BOOL bInstantBlendToAim, BOOL bPlayAimIntro)
TASK_AIM_GUN_AT_ENTITY(Ped ped, Entity entity, int duration, BOOL bInstantBlendToAim)
TASK_AIM_GUN_SCRIPTED(Ped ped, Hash scriptTask, BOOL bDisableBlockingClip, BOOL bInstantBlendToAim)
TASK_AIM_GUN_SCRIPTED_WITH_TARGET(Ped ped, Ped targetPed, float x, float y, float z, Hash iGunTaskType, BOOL bDisableBlockingClip, BOOL bForceAim)
TASK_ARREST_PED(Ped ped, Ped target)
TASK_BOAT_MISSION(Ped ped, Vehicle boat, Vehicle vehicleTarget, Ped pedTarget, float x, float y, float z, int missionType, float speed, int drivingStyle, float radius, int missionFlags)
TASK_CHAT_TO_PED(Ped ped, Ped target, Any p2, float p3, float p4, float p5, float p6, float p7)
TASK_CLEAR_DEFENSIVE_AREA(Any p0)
TASK_CLEAR_LOOK_AT(Ped ped)
TASK_CLIMB(Ped ped, BOOL unused)
TASK_CLIMB_LADDER(Ped ped, int p1)
TASK_COMBAT_HATED_TARGETS_AROUND_PED(Ped ped, float radius, int p2)
TASK_COMBAT_HATED_TARGETS_AROUND_PED_TIMED(Any p0, float p1, Any p2, Any p3)
TASK_COMBAT_HATED_TARGETS_IN_AREA(Ped ped, float x, float y, float z, float radius, Any p5)
TASK_COMBAT_PED(Ped ped, Ped targetPed, int p2, int p3)
TASK_COMBAT_PED_TIMED(Any p0, Ped ped, int p2, Any p3)
TASK_COWER(Ped ped, int duration)
TASK_DRIVE_BY(Ped driverPed, Ped targetPed, Vehicle targetVehicle, float targetX, float targetY, float targetZ, float distanceToShoot, int pedAccuracy, BOOL p8, Hash firingPattern)
TASK_ENTER_VEHICLE(Ped ped, Vehicle vehicle, int timeout, int seatIndex, float speed, int flag, Any p6)
TASK_EVERYONE_LEAVE_VEHICLE(Vehicle vehicle)
TASK_EXIT_COVER(Any p0, Any p1, float p2, float p3, float p4)
TASK_EXTEND_ROUTE(float x, float y, float z)
TASK_FLUSH_ROUTE
TASK_FOLLOW_NAV_MESH_TO_COORD(Ped ped, float x, float y, float z, float moveBlendRatio, int time, float radius, int flags, float finalHeading)
TASK_FOLLOW_NAV_MESH_TO_COORD_ADVANCED(Ped ped, float x, float y, float z, float speed, int timeout, float unkFloat, int unkInt, float unkX, float unkY, float unkZ, float unk_40000f)
TASK_FOLLOW_POINT_ROUTE(Ped ped, float speed, int routeMode)
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_RECORDING(Any p0, Any p1, Any p2, Any p3, Any p4)
TASK_FORCE_MOTION_STATE(Ped ped, Hash state, BOOL p2)
TASK_GET_OFF_BOAT(Ped ped, Vehicle boat)
TASK_GO_STRAIGHT_TO_COORD(Ped ped, float x, float y, float z, float speed, int timeout, float targetHeading, float distanceToSlide)