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 speed, Any p5, BOOL p6, int walkingStyle, float p8)
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(Any p0, float p1, float p2, float p3, Any p4, float p5, BOOL p6, float p7, float p8, BOOL p9, Any p10, BOOL p11, Any p12, Any p13)
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)
TASK_GOTO_ENTITY_OFFSET_XY(Ped ped, Entity entity, int duration, float xOffset, float yOffset, float zOffset, float moveBlendRatio, BOOL useNavmesh)
TASK_GUARD_ASSIGNED_DEFENSIVE_AREA(Any p0, float p1, float p2, float p3, float p4, float p5, Any p6)
TASK_GUARD_CURRENT_POSITION(Ped p0, float p1, float p2, BOOL p3)
TASK_GUARD_SPHERE_DEFENSIVE_AREA(Ped p0, float p1, float p2, float p3, float p4, float p5, Any p6, float p7, float p8, float p9, float p10)
TASK_HANDS_UP(Ped ped, int duration, Ped facingPed, int p3, BOOL p4)
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)