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

  2. BOOL IS_ENTITY_AT_ENTITY ( Entity entity1, Entity entity2, float xSize, float ySize, float zSize, BOOL p5, BOOL p6, int p7 )  //0xC057F02B837A27F6

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

  4. BOOL IS_ENTITY_ATTACHED_TO_ANY_OBJECT ( Entity entity )  //0x306C1F6178F01AB3

  5. BOOL IS_ENTITY_ATTACHED_TO_ANY_PED ( Entity entity )  //0xC841153DED2CA89A

  6. BOOL IS_ENTITY_ATTACHED_TO_ANY_VEHICLE ( Entity entity )  //0x12DF6E0D2E736749

  7. BOOL IS_ENTITY_ATTACHED_TO_ENTITY ( Entity from, Entity to )  //0x154A3C529497053E

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

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

  10. BOOL IS_ENTITY_IN_AIR ( Entity entity, Any p1 )  //0x886E37EC497200B6

  11. 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

  12. BOOL IS_ENTITY_IN_AREA ( Entity entity, float x1, float y1, float z1, float x2, float y2, float z2, BOOL p7, BOOL p8, Any p9 )  //0x0C2634C40A16193E

  13. BOOL IS_ENTITY_IN_VOLUME ( Entity entity, ScrHandle volume, BOOL p2, int p3 )  //0x5A5526BC09C06623

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

  15. BOOL IS_ENTITY_OCCLUDED ( Entity entity )  //0x140188E884645624

  16. BOOL IS_ENTITY_ON_SCREEN ( Entity entity )  //0x613C15D5D8DB781F

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

  18. BOOL IS_ENTITY_STATIC ( Entity entity )  //0x86468ADFA0F6B861

  19. BOOL IS_ENTITY_TOUCHING_ENTITY ( Entity entity, Entity targetEntity )  //0x9A2304A64C3C8423

  20. BOOL IS_ENTITY_TOUCHING_MODEL ( Entity entity, Hash modelHash )  //0x2AE3EBC8DEB9768B

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

  22. BOOL IS_ENTITY_UPSIDEDOWN ( Entity entity )  //0x109DE3DA41AAD94A

  23. BOOL IS_ENTITY_VISIBLE ( Entity entity )  //0xFFC96ECB7FA404CA

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

  25. BOOL IS_ENTITY_WAITING_FOR_WORLD_COLLISION ( Entity entity )  //0x5E1CC2E8DC3111DD

  26. BOOL IS_MAP_ENTITY_PINNED ( Any p0 )  //0x1FF441D7954F8709

  27. Any PIN_CLOSEST_MAP_ENTITY ( Hash modelHash, float x, float y, float z, int p4 )  //0x6F3068258A499E52

  28. BOOL PLACE_ENTITY_ON_GROUND_PROPERLY ( Entity entity, BOOL p1 )  //0x9587913B9E772D29

  29. 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

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

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

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

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

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

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

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

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

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

  39. void SET_ENTITY_AS_NO_LONGER_NEEDED ( Entity* entity )  //0x4971D2F8162B9674

  40. void SET_ENTITY_CAN_BE_DAMAGED ( Entity entity, BOOL toggle )  //0x0D06D522B90E861F

  41. void SET_ENTITY_CAN_BE_DAMAGED_BY_RELATIONSHIP_GROUP ( Entity entity, BOOL bCanBeDamaged, int relGroup )  //0x0EF1AFB18649E015

  42. void SET_ENTITY_CAN_BE_TARGETED_WITHOUT_LOS ( Entity entity, BOOL toggle )  //0x6D09F32E284D0FB7

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

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

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

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

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

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

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

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

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