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)
TASK_GO_STRAIGHT_TO_COORD_RELATIVE_TO_ENTITY(Entity entity1, Entity entity2, float p2, float p3, float p4, float p5, Any p6)
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 unkTrue, int unkFlag, int aimingFlag, Hash firingPattern)
TASK_GO_TO_COORD_ANY_MEANS(Ped ped, float x, float y, float z, float fMoveBlendRatio, Vehicle vehicle, BOOL bUseLongRangeVehiclePathing, int drivingFlags, float fMaxRangeToShootTargets)
TASK_GO_TO_COORD_ANY_MEANS_EXTRA_PARAMS(Ped ped, float x, float y, float z, float speed, Any p5, BOOL p6, int walkingStyle, float p8, Any p9, Any p10, Any p11)
TASK_GO_TO_COORD_ANY_MEANS_EXTRA_PARAMS_WITH_CRUISE_SPEED(Ped ped, float x, float y, float z, float speed, Any p5, BOOL p6, int walkingStyle, float p8, Any p9, Any p10, Any p11, Any p12)
TASK_GO_TO_COORD_WHILE_AIMING_AT_COORD(Ped ped, float x, float y, float z, float aimAtX, float aimAtY, float aimAtZ, float moveSpeed, BOOL shoot, float p9, float p10, BOOL p11, Any flags, BOOL p13, Hash firingPattern)
TASK_GO_TO_COORD_WHILE_AIMING_AT_ENTITY(Ped ped, float x, float y, float z, Entity entityToAimAt, float moveSpeed, BOOL shoot, float targetRadius, float slowDistance, BOOL useNavMesh, int navFlags, BOOL instantBlendAtAim, Hash firingPattern, int time)
TASK_GO_TO_ENTITY(Entity entity, Entity target, int duration, float distance, float speed, float p5, int p6)
TASK_GO_TO_ENTITY_WHILE_AIMING_AT_COORD(Any p0, Any p1, float p2, float p3, float p4, float p5, BOOL p6, float p7, float p8, BOOL p9, BOOL p10, Any p11)
TASK_GO_TO_ENTITY_WHILE_AIMING_AT_ENTITY(Ped ped, Entity entityToWalkTo, Entity entityToAimAt, float speed, BOOL shootatEntity, float p5, float p6, BOOL p7, BOOL p8, Hash firingPattern)
TASK_GOTO_ENTITY_AIMING(Ped ped, Entity target, float distanceToStopAt, float StartAimingDist)
TASK_GOTO_ENTITY_OFFSET(Ped ped, Any p1, Any p2, float x, float y, float z, int duration)