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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_SCREEN_FADED_OUT ()  //0xF5472C80DF2FF847

  2. BOOL IS_SCREEN_FADED_IN ()  //0x37F9A426FBCF4AF2

  3. BOOL IS_SCREEN_FADING_OUT ()  //0x02F39BEFE7B88D00

  4. BOOL IS_SCREEN_FADING_IN ()  //0x0CECCC63FFA2EF24

  5. void DO_SCREEN_FADE_IN ( int duration )  //0x6A053CF596F67DF7

  6. void DO_SCREEN_FADE_OUT ( int duration )  //0x40C719A5E410B9E4

  7. BOOL HAS_LETTER_BOX ()  //0x81DCFD13CF39920E

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

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

  10. void _FORCE_LETTER_BOX_THIS_UPDATE ()  //0xC64ABC0676AF262B

  11. float GET_LETTER_BOX_RATIO ()  //0xA2B1C7EF759A63CE

  12. Any _0x73FF6BE63DC18819 ()  //0x73FF6BE63DC18819

  13. Any _0x450769C833D58844 ()  //0x450769C833D58844

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

  15. Vector3 GET_GAMEPLAY_CAM_COORD ()  //0x595320200B98596E

  16. Vector3 GET_GAMEPLAY_CAM_ROT ( int rotationOrder )  //0x0252D2B5582957A6

  17. float GET_GAMEPLAY_CAM_FOV ()  //0xF6A96E5ACEEC6E50

  18. void _0x8459B3E64257B21D ( float p0 )  //0x8459B3E64257B21D

  19. float GET_GAMEPLAY_CAM_RELATIVE_HEADING ()  //0xC4ABF536048998AA

  20. void SET_GAMEPLAY_CAM_RELATIVE_HEADING ( float heading, float p1 )  //0x5D1EB123EAC5D071

  21. float GET_GAMEPLAY_CAM_RELATIVE_PITCH ()  //0x99AADEBBA803F827

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

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

  24. void _0x04084490CC302CFB ()  //0x04084490CC302CFB

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

  26. BOOL _IS_IN_FULL_FIRST_PERSON_MODE ()  //0xD1BA66940E94C547

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

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

  29. BOOL IS_GAMEPLAY_CAM_SHAKING ()  //0xEA4C5F4AA0A4DBEF

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

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

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

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

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

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

  36. BOOL IS_GAMEPLAY_CAM_RENDERING ()  //0x8660EA714834E412

  37. BOOL _0x251241CAEC707106 ()  //0x251241CAEC707106

  38. BOOL _0x43AB9D5A7D415478 ()  //0x43AB9D5A7D415478

  39. BOOL IS_GAMEPLAY_CAM_LOOKING_BEHIND ()  //0x8FE0D24FFD04D5A2

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

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

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

  43. void _0x70A6658D476C6187 ()  //0x70A6658D476C6187

  44. void _0x18C3DFAC458783BB ()  //0x18C3DFAC458783BB

  45. void _0xF1A6FEEDF3776EF9 ()  //0xF1A6FEEDF3776EF9

  46. void _0xE6F364DE6C2FDEFE ()  //0xE6F364DE6C2FDEFE

  47. void _0x0F1FFEF5D54AE832 ()  //0x0F1FFEF5D54AE832

  48. void _0x3C8F74E8FE751614 ()  //0x3C8F74E8FE751614

  49. void _0x06557F6D96C86881 ()  //0x06557F6D96C86881

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

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