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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 _IS_IN_FULL_FIRST_PERSON_MODE ()  //0xD1BA66940E94C547

  2. void STOP_GAMEPLAY_CAM_SHAKING ( BOOL p0 )  //0xE0DE43D290FB65F9

  3. void _SET_GAMEPLAY_CAM_INITIAL_HEADING ( float camInitialHeading )  //0x6C1053C433A573CF

  4. void _FORCE_THIRD_PERSON_CAM_THIS_FRAME ()  //0x8370D34BD2E60B73

  5. void _0x632BE8D84846FA56 ()  //0x632BE8D84846FA56

  6. void _0x71D71E08A7ED5BD7 ( Any p0 )  //0x71D71E08A7ED5BD7

  7. BOOL IS_FIRST_PERSON_CAMERA_ACTIVE ( Any p0, Any p1, Any p2 )  //0xA24C1D341C6E0D53

  8. void _0x1F6EBD94680252CE ( Any p0, Any p1 )  //0x1F6EBD94680252CE

  9. void FORCE_CINEMATIC_RENDERING_THIS_UPDATE ( BOOL p0 )  //0x702B75DC9D3EDE56

  10. void _0x6519238858AF5479 ( Any p0 )  //0x6519238858AF5479

  11. void _TRIGGER_MISSION_FAILED_CAM ()  //0x9A92C06ACBAF9731

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

  13. void _REQUEST_LETTER_BOX_NOW ( BOOL p0, BOOL p1 )  //0x69D65E89FFD72313

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

  15. float GET_GAMEPLAY_CAM_RELATIVE_PITCH ()  //0x99AADEBBA803F827

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

  17. void _0x0961B089947BA6D0 ( Any p0 )  //0x0961B089947BA6D0

  18. void _0x04084490CC302CFB ()  //0x04084490CC302CFB

  19. void _0x1DD95A8D6B24A0C9 ( BOOL p0 )  //0x1DD95A8D6B24A0C9

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

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

  22. BOOL IS_GAMEPLAY_CAM_SHAKING ()  //0xEA4C5F4AA0A4DBEF

  23. BOOL _0x0060B31968E60E41 ( const char* shakeName )  //0x0060B31968E60E41

  24. void SET_GAMEPLAY_CAM_SHAKE_AMPLITUDE ( float amplitude )  //0x570E35F5C4A44838

  25. void _0xFEFDDC6E8FDF8A75 ( const char* shakeName, float intensity )  //0xFEFDDC6E8FDF8A75

  26. void _0x4285804FD65D8066 ( const char* shakeName, BOOL p1 )  //0x4285804FD65D8066

  27. void SET_GAMEPLAY_CAM_FOLLOW_PED_THIS_UPDATE ( Ped ped )  //0x82E41D6ADE924FCA

  28. BOOL IS_GAMEPLAY_CAM_RENDERING ()  //0x8660EA714834E412

  29. BOOL _0x251241CAEC707106 ()  //0x251241CAEC707106

  30. BOOL _0x43AB9D5A7D415478 ()  //0x43AB9D5A7D415478

  31. BOOL IS_GAMEPLAY_CAM_LOOKING_BEHIND ()  //0x8FE0D24FFD04D5A2

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

  33. void DISABLE_CAM_COLLISION_FOR_OBJECT ( Entity entity )  //0x7E3F546ACFE6C8D9

  34. void _0x39073DA4EDDBC91D ( Any p0 )  //0x39073DA4EDDBC91D

  35. void _0x70A6658D476C6187 ()  //0x70A6658D476C6187

  36. void _0x18C3DFAC458783BB ()  //0x18C3DFAC458783BB

  37. void _0xF1A6FEEDF3776EF9 ()  //0xF1A6FEEDF3776EF9

  38. void _0xE6F364DE6C2FDEFE ()  //0xE6F364DE6C2FDEFE

  39. void _0x0F1FFEF5D54AE832 ()  //0x0F1FFEF5D54AE832

  40. void _0x3C8F74E8FE751614 ()  //0x3C8F74E8FE751614

  41. void _0x06557F6D96C86881 ()  //0x06557F6D96C86881

  42. BOOL IS_SPHERE_VISIBLE ( float x, float y, float z, float radius )  //0x2E941B5FFA2989C6

  43. Any _0x190F7DA1AC09A8EF ()  //0x190F7DA1AC09A8EF

  44. void _SET_GAMEPLAY_CAM_INITIAL_ZOOM ( float camInitialZoom )  //0xBCDA0BA8762FACB9

  45. void _SET_GAMEPLAY_CAM_INITIAL_PITCH ( float camInitialPitch )  //0x449995EA846D3FC2

  46. Any _0xB6A80E1E3A5444F1 ()  //0xB6A80E1E3A5444F1

  47. void _CLAMP_GAMEPLAY_CAM_YAW ( float minimum, float maximum )  //0x14F3947318CA8AD2

  48. Any _0x8B1A5FE7E41E52B2 ()  //0x8B1A5FE7E41E52B2

  49. void _CLAMP_GAMEPLAY_CAM_PITCH ( float minimum, float maximum )  //0x326C7AA308F3DF6A

  50. void _ANIMATE_GAMEPLAY_CAM_ZOOM ( float p0, float distance )  //0x2126C740A4AC370B

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