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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_ENTITY_VISIBLE ( Entity entity )  //0xFFC96ECB7FA404CA

  2. void _0xFF9965C47FA404DA ( Entity entity, BOOL toggle )  //0xFF9965C47FA404DA

  3. void _0xFF83AF534156B399 ( Any p0, Any p1 )  //0xFF83AF534156B399

  4. BOOL HAS_ENTITY_CLEAR_LOS_TO_ENTITY ( Entity entity1, Entity entity2, int traceType )  //0xFCDFF7B72D23A1AC

  5. void SET_ENTITY_DYNAMIC ( Entity entity, BOOL toggle )  //0xFBFC4473F66CE344

  6. float GET_ENTITY_SPEED ( Entity entity )  //0xFB6BA510A533DF81

  7. void SET_ENTITY_PROOFS ( Entity entity, int proofsBitset, BOOL specialFlag )  //0xFAEE099C6F890BB8

  8. Entity _GET_ENTITY_BY_DOORHASH ( Hash doorHash, int p1 )  //0xF7424890E4A094C0

  9. BOOL IS_ENTITY_UPRIGHT ( Entity entity, float angle )  //0xF6F6AFD8D4FB2658

  10. void SET_ENTITY_COLLISION ( Entity entity, BOOL toggle, BOOL keepPhysics )  //0xF66F820909453B8C

  11. Any _0xF59FDE7B4D31A630 ( Any p0 )  //0xF59FDE7B4D31A630

  12. void _0xF41E2979D5BC5370 ( Any p0 )  //0xF41E2979D5BC5370

  13. void _GET_ENTITY_WORLD_POSITION_OF_DIMENSIONS ( Entity entity, Vector3* minimum, Vector3* maximum )  //0xF3FDA9A617A15145

  14. Vector3 GET_ENTITY_SPEED_VECTOR ( Entity entity, BOOL relative )  //0xF2DB09816A419DC5

  15. BOOL IS_ENTITY_VISIBLE_TO_SCRIPT ( Entity entity )  //0xF213C724E77F321A

  16. int APPLY_FORCE_TO_ENTITY ( Entity entity, int forceFlags, BOOL ignoreUpVec, BOOL isForceRel, BOOL p12, BOOL p13, float x, float y, float z, float offX )  //0xF15E8F5D333F09C4

  17. float GET_ENTITY_PITCH ( Entity entity )  //0xEF355ABEFF7F5005

  18. Any _0xEF2D9ED7CE684F08 ( Any p0 )  //0xEF2D9ED7CE684F08

  19. void _0xEF259AA1E097E0AD ( Entity entity, Any p1 )  //0xEF259AA1E097E0AD

  20. BOOL IS_ENTITY_ATTACHED ( Entity entity )  //0xEE6AD63ABF59C0B7

  21. void _SET_ENTITY_LIGHTS_ENABLED ( Entity entity, BOOL enabled )  //0xEBDC12861D079ABA

  22. void _0xEAB3D91D30A344F1 ( Any p0 )  //0xEAB3D91D30A344F1

  23. void _SET_ENTITY_ANIM_SPEED ( Entity entity, const char* animDict, const char* animName, float speedMultiplier )  //0xEAA885BA3CEA4E4A

  24. void _0xE9E7A0BAC7F57746 ( Any p0, Any p1 )  //0xE9E7A0BAC7F57746

  25. BOOL HAS_ENTITY_CLEAR_LOS_TO_ENTITY_IN_FRONT ( Entity entity1, Entity entity2, Any p2 )  //0xE88F19660651D566

  26. void _0xE75EEA8DB59A9F39 ( Any p0, Any p1, Any p2, Any p3, Any p4, Any p5 )  //0xE75EEA8DB59A9F39

  27. Any _0xE31FC20319874CB3 ( Any p0, Any p1, Any p2 )  //0xE31FC20319874CB3

  28. void _0xE19035EB65AB2932 ( Any p0, Any p1 )  //0xE19035EB65AB2932

  29. int _GET_ENTITY_THREAT_TIER ( Entity entity )  //0xE12F56CB25D9CE23

  30. Vector3 GET_ENTITY_ROTATION ( Entity entity, int rotationOrder )  //0xE09CAF86C32CB48F

  31. void SET_ENTITY_COMPLETELY_DISABLE_COLLISION ( Entity entity, BOOL toggle, BOOL keepPhysics )  //0xE0580EC84813875A

  32. void SET_ENTITY_NO_COLLISION_ENTITY ( Entity entity1, Entity entity2, BOOL thisFrameOnly )  //0xE037BF068223C38D

  33. float _0xDFC2B226D56D85F6 ( Any p0, Any p1 )  //0xDFC2B226D56D85F6

  34. Any _0xDF8E49EA89A01DB1 ( Any p0, Any p1, Any p2 )  //0xDF8E49EA89A01DB1

  35. int GET_ENTITY_LOD_DIST ( Entity entity )  //0xDF240D0C2A948683

  36. Vehicle GET_VEHICLE_INDEX_FROM_ENTITY_INDEX ( Entity entity )  //0xDF1E5AAC561AFC59

  37. BOOL HAS_ENTITY_COLLIDED_WITH_ANYTHING ( Entity entity )  //0xDF18751EC74F90FF

  38. BOOL IS_ENTITY_PLAYING_ANIM ( Entity entity, const char* animDict, const char* animName, int taskFlag )  //0xDEE49D5CA6C49148

  39. BOOL IS_ENTITY_IN_WATER ( Entity entity )  //0xDDE5C125AC446723

  40. void _0xDD03FC2089AD093C ( Any p0, Any p1, Any p2, Any p3 )  //0xDD03FC2089AD093C

  41. BOOL PLAY_ENTITY_ANIM ( Entity entity, const char* animName, const char* animDict, float p3, BOOL loop, BOOL stayInAnim, BOOL p6, float delta, Any bitset )  //0xDC6D22FAB76D4874

  42. void SET_ENTITY_AS_MISSION_ENTITY ( Entity entity, BOOL p1, BOOL p2 )  //0xDC19C288082E586E

  43. float GET_ENTITY_FORWARD_X ( Entity entity )  //0xDB0954E9960F6457

  44. Hash GET_ENTITY_MODEL ( Entity entity )  //0xDA76A9F39210D365

  45. BOOL _IS_ENTITY_UNDERWATER ( Entity entity, BOOL p1 )  //0xD4E5C1E93C466127

  46. Any _0xD46BF94C4C66FAB0 ( Any p0, Any p1, Any p2, Any p3 )  //0xD46BF94C4C66FAB0

  47. Any _0xD4636C2EDB0DEA8A ( Any p0 )  //0xD4636C2EDB0DEA8A

  48. void _0xD45BB89B53FC0CFD ( Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7 )  //0xD45BB89B53FC0CFD

  49. BOOL DOES_ENTITY_EXIST ( Entity entity )  //0xD42BD6EB2E0F1677

  50. BOOL IS_ENTITY_IN_ANGLED_AREA ( Entity entity, float originX, Any p10, float originY, float originZ, float edgeX, float edgeY, float edgeZ, float angle, BOOL p8 )  //0xD3151E53134595E5

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