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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_ENTITY_CAN_BE_DAMAGED_BY_RELATIONSHIP_GROUP ( Entity entity, BOOL bCanBeDamaged, int relGroup )  //0x0EF1AFB18649E015

  2. Vector3 GET_ENTITY_COORDS ( Entity entity, BOOL alive, BOOL realCoords )  //0xA86D5F069399F44D

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

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

  5. void _SET_ENTITY_HEALTH ( Entity entity, int health, Any p2 )  //0xAC2767ED8BDFAB15

  6. Vector3 GET_OFFSET_FROM_ENTITY_IN_WORLD_COORDS ( Entity entity, float offsetX, float offsetY, float offsetZ )  //0x1899F328B0E12848

  7. void ATTACH_ENTITY_TO_ENTITY ( Entity entity1, Entity entity2, BOOL useSoftPinning, BOOL collision, BOOL isPed, int vertexIndex, BOOL fixedRot, BOOL p15, BOOL p16, int boneIndex )  //0x6B9BBD38AB0796DF

  8. void _SET_ENTITY_CLEANUP_BY_ENGINE ( Entity entity, BOOL toggle )  //0x740CB4F3F602C9F4

  9. 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

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

  11. Any _GET_ENTITY_PROMPT_NAME_HASH ( Entity entityId )  //0x31FEF6A20F00B963

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

  13. void GET_ENTITY_MATRIX ( Entity entity, Vector3* rightVector, Vector3* forwardVector, Vector3* upVector, Vector3* position )  //0x3A9B1120AF13FBF2

  14. 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

  15. float GET_ENTITY_SUBMERGED_LEVEL ( Entity entity )  //0x4A77C3F73FD9E831

  16. BOOL IS_ENTITY_AT_COORD ( Entity entity, float xPos, float yPos, float zPos, float xSize, float ySize, float zSize, BOOL p7, BOOL p8, int p9 )  //0x5E58342602E94718

  17. int _GET_ENTITIES_NEAR_POINT ( float x, float y, float z, float radius, ItemSet itemSet, int p5 )  //0x59B57C4B06531E1E

  18. int GET_ENTITY_BONE_INDEX_BY_NAME ( Entity entity, const char* boneName )  //0xBACA8FE9C76C124E

  19. int GET_ENTITY_MAX_HEALTH ( Entity entity, Any p1 )  //0x15D757606D170C3C

  20. void FREEZE_ENTITY_POSITION ( Entity entity, BOOL toggle )  //0x7D9EFB7AD6B19754

  21. void APPLY_FORCE_TO_ENTITY_CENTER_OF_MASS ( Entity entity, int forceType, float x, float y, float z, BOOL p5, BOOL isDirectionRel, BOOL isForceRel, BOOL p8 )  //0x31DA7CEC5334DB37

  22. void SET_ENTITY_ALPHA ( Entity entity, int alphaLevel, BOOL skin )  //0x0DF7692B1D9E7BA7

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

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

  25. void CREATE_MODEL_SWAP ( float x, float y, float z, float radius, Hash originalModel, Hash newModel, BOOL p6 )  //0x10B2218320B6F5AC

  26. int GET_ENTITY_TYPE ( Entity entity )  //0x97F696ACA466B4E0

  27. int GET_ENTITY_HEALTH ( Entity entity )  //0x82368787EA73C0F7

  28. Vector3 GET_ENTITY_FORWARD_VECTOR ( Hash entity )  //0x2412D9C05BB09B97

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

  30. BOOL DOES_ENTITY_HAVE_DRAWABLE ( Entity entity )  //0x20487F0DA9AF164A

  31. void ATTACH_ENTITY_TO_ENTITY_PHYSICALLY ( Entity entity1, Entity entity2, float p10, float p11, float p12, float p13, BOOL p14, BOOL p15, BOOL p16, BOOL p17 )  //0xB629A43CA1643481

  32. void SET_ENTITY_COORDS ( Entity entity, float xPos, float yPos, float zPos, BOOL xAxis, BOOL yAxis, BOOL zAxis, BOOL clearArea )  //0x06843DA7060A026B

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

  34. BOOL _CHANGE_ENTITY_HEALTH ( Entity entity, float amount, Entity entity2, Hash weaponHash )  //0x835F131E7DC8F97A

  35. Vector3 GET_WORLD_POSITION_OF_ENTITY_BONE ( Entity entity, int boneIndex )  //0x82CFA50E34681CA5

  36. void SET_ENTITY_ROTATION ( Entity entity, float pitch, float roll, float yaw, int rotationOrder, BOOL p5 )  //0x9CC8314DFEDE441E

  37. BOOL IS_ENTITY_FROZEN ( Entity entity )  //0x083D497D57B7400F

  38. Player GET_NEAREST_PLAYER_TO_ENTITY ( Entity entity, Ped playerPedToIgnore, int flags )  //0x990E294FC387FB88

  39. float GET_ENTITY_HEIGHT_ABOVE_GROUND ( Entity entity )  //0x0D3B5BAEA08F63E9

  40. Vector3 GET_ENTITY_VELOCITY ( Entity entity, int p1 )  //0x4805D2B1D8CF94A9

  41. Hash _GET_ENTITY_CARRY_CONFIG ( Entity entity )  //0x0FD25587BB306C86

  42. Ped GET_PED_INDEX_FROM_ENTITY_INDEX ( Entity entity )  //0x0F16D042BD640EA3

  43. Vector3 GET_OFFSET_FROM_ENTITY_GIVEN_WORLD_COORDS ( Entity entity, float posX, float posY, float posZ )  //0x497C6B1A2C9AE69C

  44. Entity GET_ENTITY_ATTACHED_TO ( Entity entity )  //0x56D713888A566481

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

  46. Hash _GET_PED_ANIMAL_TYPE ( Ped ped )  //0x964000D355219FC0

  47. BOOL IS_ENTITY_DEAD ( Entity entity )  //0x7D5B1F88E7504BBA

  48. void SET_ENTITY_INVINCIBLE ( Entity entity, BOOL toggle )  //0xA5C38736C426FCB8

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

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

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