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RDR2 NativeDB

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

Search 7149 native functions

  • Only this category?

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  • First seen in version
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  1. void SET_ENTITY_COORDS ( Entity entity, float xPos, float yPos, float zPos, BOOL xAxis, BOOL yAxis, BOOL zAxis, BOOL clearArea )  //0x06843DA7060A026B

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  2. void SET_ENTITY_COORDS_NO_OFFSET ( Entity entity, float xPos, float yPos, float zPos, BOOL xAxis, BOOL yAxis, BOOL zAxis )  //0x239A3351AC1DA385

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

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  4. void SET_ENTITY_HEADING ( Entity entity, float heading )  //0xCF2B9C0645C4651B

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  5. void _SET_ENTITY_COORDS_AND_HEADING ( Entity entity, float xPos, float yPos, float zPos, float heading, BOOL xAxis, BOOL yAxis, BOOL zAxis )  //0x203BEFFDBE12E96A

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  6. void _SET_ENTITY_COORDS_AND_HEADING_NO_OFFSET ( Entity entity, float xPos, float yPos, float zPos, float heading, BOOL p5, BOOL p6 )  //0x0918E3565C20F03C

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

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

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  9. void SET_ENTITY_IS_TARGET_PRIORITY ( Entity entity, BOOL p1, float p2 )  //0x0A5D170C44CB2189

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  10. void _0xB38A29CCD5447783 ( Any p0, Any p1, Any p2 )  //0xB38A29CCD5447783

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  11. void _SET_ENTITY_THREAT_TIER ( Entity entity, int tier, BOOL p2 )  //0x4B436BAC8CBE9B07

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  12. void _0x2D40BCBFE9305DEA ( Any p0, Any p1 )  //0x2D40BCBFE9305DEA

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

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  14. void SET_ENTITY_LOAD_COLLISION_FLAG ( Entity entity, BOOL toggle )  //0x9B9EE31AED48072E

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  15. void SET_ENTITY_ONLY_DAMAGED_BY_PLAYER ( Entity entity, BOOL toggle )  //0x473598683095D430

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  16. void SET_ENTITY_ONLY_DAMAGED_BY_RELATIONSHIP_GROUP ( Entity entity, BOOL p1, Hash relationshipGroup )  //0x6C1F6AA2F0ADD104

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

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  18. void SET_ENTITY_QUATERNION ( Entity entity, float x, float y, float z, float w )  //0x100E7007D13E3687

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

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

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  21. void SET_ENTITY_VISIBLE ( Entity entity, BOOL toggle )  //0x1794B4FCC84D812F

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  22. void _0x80FDEB3A9E9AA578 ( Entity entity, BOOL p1 )  //0x80FDEB3A9E9AA578

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  23. void SET_ENTITY_VELOCITY ( Entity entity, float x, float y, float z )  //0x1C99BB7B6E96D16F

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  24. void SET_ENTITY_HAS_GRAVITY ( Entity entity, BOOL toggle )  //0x0CEDB728A1083FA7

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  25. void SET_ENTITY_LOD_DIST ( Entity entity, int value )  //0x5FB407F0A7C877BF

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

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  27. void RESET_ENTITY_ALPHA ( Entity entity )  //0x744B9EF44779D9AB

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  28. void _SET_ENTITY_FADE_IN ( Entity entity )  //0xA91E6CF94404E8C9

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  29. void SET_ENTITY_ALWAYS_PRERENDER ( Entity entity, BOOL toggle )  //0xACAD101E1FB66689

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  30. void SET_ENTITY_RENDER_SCORCHED ( Entity entity, BOOL toggle )  //0x85B8A7534E44BC23

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  31. void _0xA9E6D8F2DDFC4DB9 ( Any p0, Any p1 )  //0xA9E6D8F2DDFC4DB9

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

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  33. void REMOVE_MODEL_SWAP ( float x, float y, float z, float radius, Hash originalModel, Hash newModel, BOOL p6 )  //0x824E1C26A14CB817

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  34. void _0x9C6906EF8CB20C5F ( Entity entity )  //0x9C6906EF8CB20C5F

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  35. void CREATE_MODEL_HIDE ( float x, float y, float z, float radius, Hash model, BOOL p5 )  //0x069848B3FB3C4426

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  36. void CREATE_MODEL_HIDE_EXCLUDING_SCRIPT_OBJECTS ( float x, float y, float z, float radius, Hash model, BOOL p5 )  //0xD136090A9AAAB17D

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  37. void REMOVE_MODEL_HIDE ( Any p0, Any p1, Any p2, Any p3, Any p4, Any p5 )  //0x3F38A98576F6213A

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  38. void CREATE_FORCED_OBJECT ( float x, float y, float z, Any p3, Hash modelHash, BOOL p5 )  //0x0961A905AFBC34C7

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  39. void REMOVE_FORCED_OBJECT ( Any p0, Any p1, Any p2, Any p3, Any p4 )  //0x553FA683F2BCD814

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

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  41. void SET_ENTITY_MOTION_BLUR ( Entity entity, BOOL toggle )  //0x516C6ABD18322B63

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  42. void SET_CAN_AUTO_VAULT_ON_ENTITY ( Entity entity, BOOL toggle )  //0x80646744FA88F9D7

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  43. void SET_CAN_CLIMB_ON_ENTITY ( Entity entity, BOOL toggle )  //0x24AED2A608F93C4C

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  44. void _SET_ENTITY_DECALS_DISABLED ( Entity entity, BOOL toggle )  //0xC64E597783BE9A1D

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  45. void _0x6C31B06E91518269 ( Any p0, Any p1 )  //0x6C31B06E91518269

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  46. void _0x119A5714578F4E05 ( Any p0, Any p1 )  //0x119A5714578F4E05

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  47. void FORCE_ENTITY_AI_AND_ANIMATION_UPDATE ( Entity entity, BOOL p1 )  //0x4C9E96473D4F1A88

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  48. void _SET_ENTITY_ANIM_CURRENT_TIME ( Entity entity, const char* animDict, const char* animName, float time )  //0x11CDABDC7783B2BC

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

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  50. void _0x669655FFB29EF1A9 ( Any p0, Any p1, Any p2, Any p3 )  //0x669655FFB29EF1A9

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