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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 _GET_IS_CARRIABLE_PELT ( Entity entity )  //0x255B6DB4E3AD3C3E

  2. BOOL _GET_IS_PREDATOR ( Entity entity )  //0x5594AFE9DE0C01B7

  3. Player _GET_NEAREST_PARTICIPANT_TO_ENTITY ( Entity entity )  //0x6888A43C35A5F630

  4. Hash _GET_OPTIMAL_CARRY_CONFIG ( Entity entity, int index )  //0x34F008A7E48C496B

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

  6. Entity _GET_PINNED_MAP_ENTITY ( Any p0 )  //0x4735E2A4BB83D9DA

  7. BOOL _IS_ENTITY_FULLY_LOOTED ( Entity entity )  //0x8DE41E9902E85756

  8. BOOL _IS_ENTITY_INVINCIBLE ( Entity entity, float p1, float p2, float p3 )  //0xAF7F3099B9FEB535

  9. BOOL _IS_ENTITY_ON_TRAIN_TRACK ( Entity entity )  //0x857ACB0AB4BD0D55

  10. BOOL _IS_ENTITY_OWNED_BY_PERSISTENCE_SYSTEM ( Entity entity )  //0xA7E51B53309EAC97

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

  12. BOOL _IS_TRACKED_ENTITY_VISIBLE ( Entity entity )  //0xC8CCDB712FBCBA92

  13. void _PAUSE_ENTITY_TRACKING ( Entity entity, BOOL pause )  //0x36EB4D34D4A092C5

  14. Entity _SEARCH_BUILDING_POOL_FOR_ENTITY_WITH_THIS_MODEL ( Hash modelHash )  //0x66B2B83B94B22458

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

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

  17. void _SET_ENTITY_CARCASS_TYPE ( Entity entity, Hash type )  //0x399657ED871B3A6C

  18. void _SET_ENTITY_CARRYING_FLAG ( Entity p0, int p1, BOOL p2 )  //0x18FF3110CF47115D

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

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

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

  22. void _SET_ENTITY_CUSTOM_PICKUP_RADIUS ( Entity entity, float radius )  //0x482D17E45665DA44

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

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

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

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

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

  28. void _UNPIN_MAP_ENTITY ( Entity entity )  //0xD2B9C78537ED5759

  29. 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

  30. 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

  31. 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

  32. 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

  33. void CLEAR_ENTITY_LAST_DAMAGE_ENTITY ( Entity entity )  //0xBB19AC7D4DCEFD0F

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

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

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

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

  38. void DELETE_ENTITY ( Entity* entity )  //0x4CD38C78BD19A497

  39. void DETACH_ENTITY ( Entity entity, BOOL p1, BOOL collision )  //0x64CDE9D6BF8ECAD3

  40. BOOL DOES_ENTITY_BELONG_TO_THIS_SCRIPT ( Entity entity, BOOL p1 )  //0x622B1980CBE13332

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

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

  43. BOOL DOES_ENTITY_HAVE_PHYSICS ( Entity entity )  //0xA512B3F1B2A0B51C

  44. BOOL FIND_ANIM_EVENT_PHASE ( const char* animDictionary, const char* animName, const char* p2, Any* p3, Any* p4 )  //0x42718CC559BD7776

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

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

  47. float GET_ANIM_DURATION ( const char* animDict, const char* animName )  //0x9FFAF4940A54CC09

  48. int GET_CARRIABLE_ENTITY_STATE ( Entity entity )  //0x61914209C36EFDDB

  49. int GET_ENTITY_ALPHA ( Entity entity )  //0x1BB501624FAF2BEA

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

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