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RDR2 NativeDB

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

Search 7149 native functions

  • Only this category?

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  • First seen in version
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  1. void SET_CAM_SPLINE_DURATION ( Cam cam, int timeDuration )  //0xFF6311652CA91015

    • 0
    • 409
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  2. void _0xFEFDDC6E8FDF8A75 ( const char* shakeName, float intensity )  //0xFEFDDC6E8FDF8A75

    • 0
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  3. void _0xFEB8646818294C75 ( Any p0, Any p1 )  //0xFEB8646818294C75

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  4. void ATTACH_CAM_TO_ENTITY ( Cam cam, Entity entity, float xOffset, float yOffset, float zOffset, BOOL isRelative )  //0xFDC0DF7F6FB0A592

    • 0
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  5. void _0xFC3F638BE2B6BB02 ()  //0xFC3F638BE2B6BB02

    • 0
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  6. void POINT_CAM_AT_ENTITY ( Cam cam, Entity entity, float p2, float p3, float p4, BOOL p5 )  //0xFC2867E6074D3A61

    • 0
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  7. void SET_GAMEPLAY_CAM_RELATIVE_PITCH ( float x, float Value2 )  //0xFB760AF4F537B8BF

    • 0
    • 390
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  8. void SET_GAMEPLAY_COORD_HINT ( float x, float y, float z, int duration, int blendOutDuration, int blendInDuration, int unk )  //0xFA33B8C69A4A6A0F

    • 0
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  9. void SET_IN_VEHICLE_CAM_STATE_THIS_UPDATE ( Vehicle vehicle, int p1 )  //0xFA1D5E8D1C3CCD67

    • 0
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  10. void SET_CAM_COORD ( Cam cam, float posX, float posY, float posZ )  //0xF9EE7D419EE49DE6

    • 0
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  11. int SHAKE_CAM ( Cam cam, const char* type, float amplitude )  //0xF9A7BCF5D050D4E7

    • 1
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  12. void _SET_GAMEPLAY_HINT_ANIM_OFFSETX ( float p0 )  //0xF86B6F93727C59C9

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  13. Any _0xF824530B612FE0CE ()  //0xF824530B612FE0CE

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  14. float GET_GAMEPLAY_CAM_FOV ()  //0xF6A96E5ACEEC6E50

    • 0
    • 365
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  15. BOOL IS_FIRST_PERSON_AIM_CAM_ACTIVE ()  //0xF63134C54B6EC212

    • 0
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  16. BOOL IS_SCREEN_FADED_OUT ()  //0xF5472C80DF2FF847

    • 0
    • 290
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  17. void _0xF48664E9C83825E3 ( Any p0, Any p1 )  //0xF48664E9C83825E3

    • 0
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  18. void ADD_CAM_SPLINE_NODE ( Cam camera, float x, float y, float z, float xRot, float yRot, float zRot, int length, int p8, int p9 )  //0xF1F57F9D230F9CD1

    • 0
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  19. void _0xF1A6FEEDF3776EF9 ()  //0xF1A6FEEDF3776EF9

    • 0
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  20. void SET_CAM_SPLINE_PHASE ( Cam cam, float p1 )  //0xF1898A68E7C15636

    • 0
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  21. Any _0xEF9A3132A0AA6B19 ()  //0xEF9A3132A0AA6B19

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  22. BOOL IS_GAMEPLAY_CAM_SHAKING ()  //0xEA4C5F4AA0A4DBEF

    • 0
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  23. Any _0xEA113BF9B0C0C5D7 ( Any p0, Any p1, Any p2 )  //0xEA113BF9B0C0C5D7

    • 0
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  24. Cam CREATE_CAM ( const char* camName, BOOL p1 )  //0xE72CDBA7F0A02DD6

    • 0
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  25. void _0xE6F364DE6C2FDEFE ()  //0xE6F364DE6C2FDEFE

    • 0
    • 286
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  26. void _0xE4B7945EF4F1BFB2 ( Cam cam, float* p1 )  //0xE4B7945EF4F1BFB2

    • 0
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  27. void _FORCE_CINEMATIC_DEATH_CAM_ON_PED ( Ped targetPed )  //0xE3639DB78B3B5400

    • 0
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  28. void _0xE2BB2D6A9FE2ECDE ( Any p0 )  //0xE2BB2D6A9FE2ECDE

    • 0
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  29. void SET_GAMEPLAY_VEHICLE_HINT ( Any p0, float p1, float p2, float p3, BOOL p4, Any p5, Any p6, Any p7 )  //0xE2B2BB7DAC280515

    • 0
    • 285
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  30. Any _0xE296208C273BD7F0 ( int p0, int p1, BOOL p2, int p3, BOOL p4, BOOL p5 )  //0xE296208C273BD7F0

    • 1
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  31. void _0xE28F73212A813E82 ( Any p0, Any p1, Any p2, Any p3 )  //0xE28F73212A813E82

    • 0
    • 279
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  32. void STOP_GAMEPLAY_CAM_SHAKING ( BOOL p0 )  //0xE0DE43D290FB65F9

    • 1
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  33. void ATTACH_CAM_TO_PED_BONE ( Cam cam, Ped ped, int boneIndex, float x, float y, float z, BOOL heading )  //0xDFC1E4A44C0324CA

    • 0
    • 562
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  34. void _0xDF7F5BE9150E47E4 ( Any p0 )  //0xDF7F5BE9150E47E4

    • 0
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  35. void SET_GAMEPLAY_HINT_FOLLOW_DISTANCE_SCALAR ( float p0 )  //0xDDDC54181868F81F

    • 0
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  36. BOOL _IS_CAM_DATA_DICT_LOADED ( const char* p0 )  //0xDD0B7C5AE58F721D

    • 0
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  37. Any _0xDC62CD70658E7A02 ()  //0xDC62CD70658E7A02

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  38. void _0xDB382FE20C2DA222 ( Any p0 )  //0xDB382FE20C2DA222

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  39. void SHAKE_GAMEPLAY_CAM ( const char* shakeName, float intensity )  //0xD9B31B4650520529

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  40. void _DISABLE_CAM_COLLISION_FOR_ENTITY ( Entity entity )  //0xD904F75DBD7AB865

    • 0
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  41. void SET_WIDESCREEN_BORDERS ( BOOL p0, int p1 )  //0xD7F4D54CF80AFA34

    • 0
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  42. void SET_GAMEPLAY_ENTITY_HINT ( Entity entity, float xOffset, float yOffset, float zOffset, BOOL p4, int p5, int p6, int p7, Any p8 )  //0xD1F7F32640ADFD12

    • 0
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  43. BOOL _IS_IN_FULL_FIRST_PERSON_MODE ()  //0xD1BA66940E94C547

    • 1
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  44. void _0xCF69EA05CD9C33C9 ()  //0xCF69EA05CD9C33C9

    • 0
    • 361
    • 1207
  45. void SET_CINEMATIC_MODE_ACTIVE ( BOOL p0 )  //0xCE7A90B160F75046

    • 0
    • 557
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  46. void STOP_CAM_POINTING ( Cam cam )  //0xCA1B30A3357C71F1

    • 0
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  47. void _FORCE_LETTER_BOX_THIS_UPDATE ()  //0xC64ABC0676AF262B

    • 0
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  48. float GET_GAMEPLAY_CAM_RELATIVE_HEADING ()  //0xC4ABF536048998AA

    • 0
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  49. void SET_GAMEPLAY_OBJECT_HINT ( Any p0, float p1, float p2, float p3, BOOL p4, Any p5, Any p6, Any p7 )  //0xC40551D65F2BF297

    • 0
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  50. void _0xC3E9E5D4F413B773 ( const char* shakeName, float intensity )  //0xC3E9E5D4F413B773

    • 0
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