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RDR2 NativeDB

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

Search 7149 native functions



  1. BOOL PLAY_PED_AMBIENT_SPEECH_NATIVE ( Ped ped, Any* params )  //0x8E04FEDD28D42462

  2. void SET_AMBIENT_VOICE_NAME ( Ped ped, const char* name )  //0x6C8065A3B780185B

  3. void PLAY_SOUND_FRONTEND ( const char* audioName, const char* audioRef, BOOL p2, Any p3 )  //0x67C540AA08E4A6F5

  4. BOOL IS_ANY_SPEECH_PLAYING ( Ped ped )  //0x729072355FA39EC9

  5. void PLAY_SOUND ( const char* audioName, const char* audioRef, BOOL p2, Any p3, BOOL p4, Any p5 )  //0x7FF4944CC209192D

  6. DISABLE_PED_PAIN_AUDIO ( Ped ped, BOOL toggle )  //0xA9A41C1E940FB0E8

  7. void STOP_CURRENT_PLAYING_SPEECH ( Ped ped, Any p1 )  //0x79D2F0E66F81D90D

  8. BOOL CREATE_NEW_SCRIPTED_CONVERSATION ( const char* convoRoot )  //0xD2C91A0B572AAE56

  9. void STOP_PED_SPEAKING ( Ped ped, BOOL shaking )  //0x9D64D7405520E3D3

  10. void PLAY_PAIN ( Ped ped, int painId, float p2, BOOL p3, BOOL isNetwork )  //0xBC9AE166038A5CEC

  11. int _0x2703EFB583F0949A ( Ped ped, Hash voice )  //0x2703EFB583F0949A

  12. void SET_PED_IS_DRUNK ( Ped ped, BOOL toggle )  //0x95D2D383D5396B8A

  13. void PLAY_SOUND_FROM_ENTITY ( const char* audioName, Entity entity, const char* audioRef, BOOL isNetwork, Any p4, Any p5 )  //0x6FB1DA3CA9DA7D90

  14. BOOL REQUEST_SCRIPT_AUDIO_BANK ( const char* audioBank )  //0x2F844A8B08D76685

  15. void SET_ANIMAL_MOOD ( Ped animal, int mood )  //0xCC97B29285B1DC3B

  16. void RELEASE_NAMED_SCRIPT_AUDIO_BANK ( const char* audioBank )  //0x77ED170667F50170

  17. void _PLAY_SOUND_FROM_POSITION ( const char* audioName, float x, float y, float z, const char* audioRef, BOOL isNetwork, Any p6, BOOL p7, Any p8 )  //0xCCE219C922737BFA

  18. void START_SCRIPT_CONVERSATION ( const char* convoRoot, BOOL p1, BOOL p2, BOOL clone )  //0x6B17C62C9635D2DC

  19. void _0x7455CD705F7E933E ()  //0x7455CD705F7E933E

  20. int GET_CURRENT_SCRIPTED_CONVERSATION_LINE ( const char* p0 )  //0x480357EE890C295A

  21. void ADD_PED_TO_CONVERSATION ( const char* convoRoot, Ped ped, const char* characterName )  //0x95D9F4BC443956E7

  22. Any STOP_SOUND_WITH_NAME ( char* audioName, char* audioRef )  //0x0F2A2175734926D8

  23. BOOL IS_SCRIPTED_CONVERSATION_LOADED ( const char* convoRoot )  //0xDF0D54BE7A776737

  24. BOOL PREPARE_MUSIC_EVENT ( const char* eventName )  //0x1E5185B72EF5158A

  25. BOOL TRIGGER_MUSIC_EVENT ( const char* eventName )  //0x706D57B0F50DA710

  26. void SET_AUDIO_FLAG ( const char* flagName, BOOL toggle )  //0xB9EFD5C25018725A

  27. int GET_SOUND_ID ()  //0x430386FE9BF80B45

  28. BOOL PLAY_AMBIENT_SPEECH_FROM_POSITION_NATIVE ( float x, float y, float z, Any* params )  //0xED640017ED337E45

  29. void PRELOAD_SCRIPT_CONVERSATION ( const char* convoRoot, BOOL p1, BOOL p2, BOOL clone )  //0x3B3CAD6166916D87

  30. Any _0x79F9C57B8D0DFE90 ( Any p0, Any p1 )  //0x79F9C57B8D0DFE90

  31. void SET_STATIC_EMITTER_ENABLED ( const char* emitterName, BOOL toggle )  //0x399D2D3B33F1B8EB

  32. void RELEASE_SCRIPT_AUDIO_BANK ()  //0x7A2D8AD0A9EB9C3F

  33. void _RELEASE_SOUNDSET ( const char* soundsetName )  //0x531A78D6BF27014B

  34. void RESTART_SCRIPTED_CONVERSATION ( const char* p0 )  //0x9AEB285D1818C9AC

  35. BOOL _IS_SCRIPTED_AUDIO_CUSTOM ( Hash item, Hash soundSet )  //0x6DF942C4179BE5AB

  36. void _0x40CA665AB9D8D505 ( const char* convoRoot, int singleLineIndex )  //0x40CA665AB9D8D505

  37. void CLEAR_CONVERSATION_HISTORY ()  //0x33D51F801CB16E4F

  38. void RELEASE_SOUND_ID ( int soundId )  //0x353FC880830B88FA

  39. BOOL IS_ANIMAL_VOCALIZATION_PLAYING ( Ped pedHandle )  //0xC265DF9FB44A9FBD

  40. void PAUSE_SCRIPTED_CONVERSATION ( const char* p0, BOOL p1, BOOL p2, BOOL p3, BOOL p4 )  //0x8530AD776CD72B12

  41. void START_PRELOADED_CONVERSATION ( const char* convoRoot )  //0x23641AFE870AF385

  42. void UNREGISTER_SCRIPT_WITH_AUDIO ()  //0xA8638BE228D4751A

  43. void _0xA2323A2EAE32A290 ( Any p0, Any p1, Any p2 )  //0xA2323A2EAE32A290

  44. Any _0xA2CAC9DEF0195E6F ( Any p0 )  //0xA2CAC9DEF0195E6F

  45. Any _0xD0730C1FA40348D9 ( Any p0 )  //0xD0730C1FA40348D9

  46. Any _0x5A13586A9447931F ( Any p0 )  //0x5A13586A9447931F

  47. void PLAY_ANIMAL_VOCALIZATION ( Ped ped, const char* vocalizationName, BOOL p2 )  //0xEE066C7006C49C0A

  48. Any _0x580D71DFE0088E34 ( Any p0, Any p1 )  //0x580D71DFE0088E34

  49. Any _0x254B0241E964B450 ( Any p0, Any p1 )  //0x254B0241E964B450

  50. Any _0xDF947FE0D551684E ( Any p0, Any p1 )  //0xDF947FE0D551684E

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