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RDR2 NativeDB

Browse our wiki-style database of native functions in Red Dead Redemption II.

Search 7149 native functions

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  • First seen in version
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  1. AnimScene _CREATE_ANIM_SCENE ( const char* animDict, int flags, const char* playbackListName, BOOL p3, BOOL p4 )  //0x1FCA98E33C1437B3

    • 0
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  2. void _DELETE_ANIM_SCENE ( AnimScene animScene )  //0x84EEDB2C6E650000

    • 0
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  3. void TRIGGER_ANIM_SCENE_SKIP ( AnimScene animScene )  //0x4B85B3CF9197AEDF

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  4. BOOL _0x4B85B3CF91972222 ( AnimScene animScene )  //0x4B85B3CF91972222

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  5. void _CLEAR_ANIM_SCENE_WAS_SKIPPED ( AnimScene animScene )  //0x8A8208AE92BF87A5

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  6. BOOL DOES_ANIM_SCENE_EXIST ( AnimScene animScene )  //0x25557E324489393C

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  7. BOOL _DOES_ENTITY_WITH_ID_EXIST_IN_ANIM_SCENE ( AnimScene animScene, const char* p1 )  //0x6F1F0B17109309DA

    • 0
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  8. BOOL _DOES_ANIM_SCENE_OWNERSHIP_OF_ENTITY_EXIST ( AnimScene animScene, const char* entityName )  //0x9D1ECA9337BE9FC3

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  9. void LOAD_ANIM_SCENE ( AnimScene animScene )  //0xAF068580194D9DC7

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  10. BOOL IS_ANIM_SCENE_LOADED ( AnimScene animScene, BOOL p1, BOOL p2 )  //0x477122B8D05E7968

    • 0
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  11. BOOL _IS_ANIM_SCENE_LOADING ( AnimScene animScene, BOOL p1 )  //0x59606519FF9D3EC2

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  12. BOOL _IS_ANIM_SCENE_METADATA_ASSET_IN_RANGE_LOADING ( AnimScene animScene, BOOL p1 )  //0xF8D1D2DAB6007EEF

    • 0
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  13. BOOL IS_ANIM_SCENE_METADATA_LOADED ( AnimScene animScene, BOOL p1 )  //0x95531A4A20CCE7BC

    • 0
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  14. int _GET_ANIM_SCENE_PLAYBACK_LIST_PHASE_AUDIO_LOAD_STRESS ( AnimScene animScene, const char* phaseName )  //0x9E036D5204FFBBC8

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  15. void START_ANIM_SCENE ( AnimScene animScene )  //0xF4D94AF761768700

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  16. void RESET_ANIM_SCENE ( AnimScene animScene, const char* playbackListName )  //0x8FDF221F13537936

    • 0
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  17. void ABORT_ANIM_SCENE ( AnimScene animScene, BOOL p1 )  //0x718CF1328D20C2B3

    • 0
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  18. void RESUME_ANIM_SCENE_FROM_LAST_CHECKPOINT ( AnimScene animScene )  //0x8E1BA705F63C1925

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  19. BOOL IS_ANIM_SCENE_RUNNING ( AnimScene animScene, BOOL p1 )  //0xCBFC7725DE6CE2E0

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  20. BOOL IS_ANIM_SCENE_FINISHED ( AnimScene animScene, BOOL p1 )  //0xD8254CB2C586412B

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  21. BOOL IS_ANIM_SCENE_EXITING_THIS_FRAME ( AnimScene animScene )  //0xCDC5512A407CF08D

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  22. BOOL HAS_ANIM_SCENE_EXITED ( AnimScene animScene, BOOL p1 )  //0xF94692EB9DC15D74

    • 0
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  23. BOOL _0x73616E64696C132E ( AnimScene animScene, BOOL p1 )  //0x73616E64696C132E

    • 0
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  24. BOOL IS_ANIM_SCENE_IN_SECTION ( AnimScene animScene, const char* sectionName, BOOL p2 )  //0x8D81E7824B7753F7

    • 0
    • 365
    • 1207
  25. BOOL _IS_ANIM_SCENE_SKIPPABLE ( AnimScene animScene )  //0x4CDFFE3189EBDBD0

    • 0
    • 349
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  26. BOOL _IS_ANIM_SCENE_ABORTED ( AnimScene animScene )  //0x34A0671BE613D3D0

    • 0
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  27. BOOL _0xD70C7A30412F8FA0 ( AnimScene animScene )  //0xD70C7A30412F8FA0

    • 0
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  28. BOOL _0x9AAE3C1148A09BCA ( AnimScene animScene )  //0x9AAE3C1148A09BCA

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  29. BOOL _0xA96619FE85159ED2 ( AnimScene animScene )  //0xA96619FE85159ED2

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  30. void FADE_ANIM_SCENE_AUDIO_IN ( AnimScene animScene, float p1 )  //0xA41351EA2A18A0AD

    • 0
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  31. void FADE_ANIM_SCENE_AUDIO_OUT ( AnimScene animScene, float p1 )  //0x323E3AD772BA5D57

    • 0
    • 360
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  32. void BLOCK_ANIM_SCENE_FADING_NEXT_FRAME ( BOOL p0, BOOL p1 )  //0x1B70811D3BF75DB9

    • 0
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  33. void SET_ANIM_SCENE_ORIGIN ( AnimScene animScene, float posX, float posY, float posZ, float rotX, float rotY, float rotZ, int order )  //0x020894BF17A02EF2

    • 0
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  34. void GET_ANIM_SCENE_ORIGIN ( AnimScene animScene, Vector3* position, Vector3* rotation, int order )  //0xADF1D53F3B1FE0A7

    • 0
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  35. void SET_ANIM_SCENE_PAUSED ( AnimScene animScene, BOOL toggle )  //0xD6824B7D24DC0CE0

    • 0
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  36. BOOL _IS_ANIM_SCENE_PAUSED ( AnimScene animScene )  //0x4B4038796F0D6566

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  37. void SET_ANIM_SCENE_RATE ( AnimScene animScene, float rate )  //0x75820B801CFF262A

    • 0
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  38. float _GET_ANIM_SCENE_RATE ( AnimScene animScene )  //0x43C21623E42B821B

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  39. float GET_ANIM_SCENE_PHASE ( AnimScene animScene )  //0x3FBC3F51BF12DFBF

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  40. float _GET_ANIM_SCENE_TIME ( AnimScene animScene )  //0x61BE7D6186260002

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  41. float _GET_ANIM_SCENE_DURATION ( AnimScene animScene )  //0x49F1D143ADE32656

    • 0
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  42. void SET_ANIM_SCENE_ENTITY ( AnimScene animScene, const char* entityName, Entity entity, int flags )  //0x8B720AD451CA2AB3

    • 0
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  43. void REMOVE_ANIM_SCENE_ENTITY ( AnimScene animScene, const char* entityName, Entity entity )  //0x2BF96692C67F3E53

    • 0
    • 356
    • 1207
  44. BOOL IS_ENTITY_EXITING_ANIM_SCENE_THIS_FRAME ( AnimScene animScene, const char* entityName )  //0x005E6F28DD7ED58D

    • 0
    • 377
    • 1207
  45. BOOL COULD_ANIM_SCENE_ENTITY_REACH_EXIT_NEXT_FRAME ( AnimScene animScene, const char* entityName, Any p2, Any p3 )  //0x73616E64696C616E

    • 0
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    • 1207
  46. BOOL HAS_ENTITY_EXITED_ANIM_SCENE ( AnimScene animScene, char* p1 )  //0xB89FCFF19DAFFF28

    • 0
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  47. BOOL _HAS_ENTITY_ENTERED_ANIM_SCENE ( AnimScene animScene, const char* entityName )  //0x337F1CC8EE895601

    • 0
    • 355
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  48. Ped _GET_ANIM_SCENE_PED ( AnimScene animScene, const char* name, BOOL isNetwork )  //0xE5822422197BBBA3

    • 0
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  49. Object _GET_ANIM_SCENE_OBJECT ( AnimScene animScene, const char* name, BOOL isNetwork )  //0xFB5674687A1B2814

    • 0
    • 385
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  50. Vehicle _GET_ANIM_SCENE_VEHICLE ( AnimScene animScene, const char* name, BOOL isNetwork )  //0x430EE0A19BC5A287

    • 0
    • 378
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