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RDR2 NativeDB

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

Search 7149 native functions



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

  2. Vector3 GET_FINAL_RENDERED_CAM_COORD ()  //0x5352E025EC2B416F

  3. Any _0x5060FA977CEA4455 ()  //0x5060FA977CEA4455

  4. void DESTROY_CAM ( Cam cam, BOOL p1 )  //0x4E67E0B6D7FD5145

  5. void _0x4D2F46D1B28D90FB ( Any p0, Any p1 )  //0x4D2F46D1B28D90FB

  6. Any _0x465F04F68AD38197 ( const char* CamDict, const char* CamName, int ID )  //0x465F04F68AD38197

  7. float _GET_PHOTO_MODE_DOF ()  //0x4653A741D17F2CD0

  8. void SET_CAM_MOTION_BLUR_STRENGTH ( Cam cam, float strength )  //0x45FD891364181F9E

  9. Any _0x450769C833D58844 ()  //0x450769C833D58844

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

  11. BOOL IS_CAM_RENDERING ( Cam cam )  //0x4415F8A6C536D39F

  12. BOOL _0x43AB9D5A7D415478 ()  //0x43AB9D5A7D415478

  13. void _0x42ED56B02E05D109 ( Any p0, BOOL p1 )  //0x42ED56B02E05D109

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

  15. void SET_GAMEPLAY_HINT_BASE_ORBIT_PITCH_OFFSET ( float p0 )  //0x421192A2DA48FD01

  16. void _0x41E452A3C580D1A7 ()  //0x41E452A3C580D1A7

  17. Any _0x4138EE36BC3DC0A7 ( Any p0, Any p1 )  //0x4138EE36BC3DC0A7

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

  19. Cam CREATE_CAM_WITH_PARAMS ( const char* camName, float posX, float posY, float posZ, float rotX, float rotY, float rotZ, float fov, BOOL p8, int p9 )  //0x40C23491CE83708E

  20. void SET_CAM_AFFECTS_AIMING ( Cam cam, BOOL toggle )  //0x3CB9E8BDE5E76F33

  21. void _0x3C8F74E8FE751614 ()  //0x3C8F74E8FE751614

  22. void _0x3C486E334520579D ()  //0x3C486E334520579D

  23. void _0x3B8E3AD9677CE12B ( Any p0, Any p1, Any p2 )  //0x3B8E3AD9677CE12B

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

  25. BOOL IS_SCREEN_FADED_IN ()  //0x37F9A426FBCF4AF2

  26. void RENDER_SCRIPT_CAMS ( BOOL render, BOOL ease, int easeTime, BOOL p3, BOOL p4, int p5 )  //0x33281167E4942E4F

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

  28. void _0x2F994CC29CAA9D22 ( Any p0 )  //0x2F994CC29CAA9D22

  29. BOOL IS_CAM_SHAKING ( Cam cam )  //0x2EEB402BD7320159

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

  31. BOOL IS_GAMEPLAY_HINT_ACTIVE ()  //0x2E04AB5FEE042D4A

  32. void _0x2DD3149DC34A3F4C ( Any p0 )  //0x2DD3149DC34A3F4C

  33. Any _0x2AB7C81B3F70570C ()  //0x2AB7C81B3F70570C

  34. void _SET_GAMEPLAY_HINT_ANIM_OFFSETY ( float p0 )  //0x29E74F819150CC32

  35. void _0x29E6655DF3590B0D ( Any p0 )  //0x29E6655DF3590B0D

  36. void SET_CAM_FOV ( Cam cam, float fieldOfView )  //0x27666E5988D9D429

  37. float _GET_PHOTO_MODE_FOCAL_LENGTH ()  //0x2533BAFFBE737E54

  38. BOOL _0x251241CAEC707106 ()  //0x251241CAEC707106

  39. void _UNLOAD_CINEMATIC_CAMERA_LOCATION ( const char* dictionaryName )  //0x2412216FCC7B4E3E

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

  41. BOOL _IS_ANIM_SCENE_CAM_ACTIVE ()  //0x20389408F0E93B9A

  42. void _0x1FC6C727D30FFDDE ( Any p0 )  //0x1FC6C727D30FFDDE

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

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

  45. void _0x1D9F72DD4FD9A9D7 ( Any p0 )  //0x1D9F72DD4FD9A9D7

  46. BOOL _0x1D931B7CC0EE3956 ( const char* dictionary, const char* shotName, const char* cameraName )  //0x1D931B7CC0EE3956

  47. void _FORCE_THIRD_PERSON_CAM_FAR_THIS_FRAME ()  //0x1CFB749AD4317BDE

  48. void STOP_GAMEPLAY_HINT ( BOOL p0 )  //0x1BCEC33D54CFCA8A

  49. void SET_CAM_CONTROLS_MINI_MAP_HEADING ( Cam cam, BOOL p1 )  //0x1B8F3CE5A6001298

  50. void _LOAD_CINEMATIC_CAM_LOCATION ( const char* p0 )  //0x1B3C2D961F5FC0E1

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