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RDR2 NativeDB

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

Search 7149 native functions



  1. int GET_NUMBER_OF_FIRES_IN_RANGE ( float x, float y, float z, float radius )  //0xF9617BC6FAE61E08

  2. BOOL _IS_EXPLOSION_IN_VOLUME ( int explosionType, Volume volume )  //0xE24822A4CFC9107A

  3. void STOP_FIRE_IN_RANGE ( float x, float y, float z, float radius )  //0xDB38F247BD421708

  4. BOOL IS_EXPLOSION_ACTIVE_IN_AREA ( int explosionType, float x1, float y1, float z1, float x2, float y2, float z2 )  //0xD96E82AEBFFAAFF0

  5. void ADD_OWNED_EXPLOSION ( Ped ped, float x, float y, float z, int explosionType, float damageScale, BOOL isAudible, BOOL isInvisible, float cameraShake )  //0xD84A917A64D4D016

  6. BOOL IS_EXPLOSION_IN_SPHERE ( int explosionType, float x, float y, float z, float radius )  //0xD62DD846D82CBB90

  7. BOOL _IS_ENTITY_CONSUMED_BY_FIRE ( Entity entity )  //0xCDC25355C0D65963

  8. void START_ENTITY_FIRE ( Any p0, Any p1, Any p2, Any p3 )  //0xC4DC7418A44D6822

  9. void _0xB7DF150605EEDC9B ( Entity entity, int p1, float x, float y, float z, int explosionType, float damageScale, BOOL isAudible, BOOL isInvisible, float cameraShake )  //0xB7DF150605EEDC9B

  10. void _STOP_FIRE_IN_BOX ( float posX, float posY, float posZ, float rotX, float rotY, float rotZ, float scaleX, float scaleY, float scaleZ )  //0xB7C7BDC375AEA9A4

  11. BOOL GET_CLOSEST_FIRE_POS ( Vector3* outPosition, float x, float y, float z )  //0xB646FB657F448261

  12. BOOL _IS_PED_SHOCKING_EVENT_ACTIVE ( Ped ped, int p1 )  //0xAB7993BA61A4674F

  13. Any _0xA4454592DCF7C992 ( Any p0 )  //0xA4454592DCF7C992

  14. BOOL IS_EXPLOSION_IN_AREA ( int explosionType, float x1, float y1, float z1, float x2, float y2, float z2 )  //0x8391BA4313A25AD3

  15. void STOP_ENTITY_FIRE ( Any p0, Any p1 )  //0x8390751DC40C1E98

  16. Entity GET_OWNER_OF_EXPLOSION_IN_ANGLED_AREA ( int explosionType, float x1, float y1, float z1, float x2, float y2, float z2, float radius )  //0x8002DDAB58594D78

  17. void ADD_EXPLOSION ( float x, float y, float z, int explosionType, float damageScale, BOOL isAudible, BOOL isInvisible, float cameraShake )  //0x7D6F58F69DA92530

  18. void REMOVE_SCRIPT_FIRE ( FireId fireHandle )  //0x790125C36E194069

  19. void _0x754937C28271BC65 ( Any p0 )  //0x754937C28271BC65

  20. FireId START_SCRIPT_FIRE ( float x, float y, float z, int p3, float p4, BOOL p5, const char* soundsetName, float p7, int p8 )  //0x6B83617E04503888

  21. void _0x68F6A75FDF5A70D6 ( Any p0, Any p1, Any p2, Any p3 )  //0x68F6A75FDF5A70D6

  22. BOOL IS_EXPLOSION_IN_ANGLED_AREA ( int explosionType, float x1, float y1, float z1, float x2, float y2, float z2, float angle )  //0x5AE661ECD18524C9

  23. Any _0x559FC1D310813031 ( Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7, Any p8, Any p9 )  //0x559FC1D310813031

  24. void ADD_EXPLOSION_WITH_USER_VFX ( float x, float y, float z, int explosionType, Hash explosionFx, float damageScale, BOOL isAudible, BOOL isInvisible, float cameraShake )  //0x53BA259F3A67A99E

  25. Any _0x41B87A6495EE13DD ( Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7, Any p8, Any p9 )  //0x41B87A6495EE13DD

  26. void _0x34AE85C7CA4857AA ( Any p0, Any p1, Any p10, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7, Any p8 )  //0x34AE85C7CA4857AA

  27. void _0x24DB6B9F2B719043 ( Any p0 )  //0x24DB6B9F2B719043

  28. BOOL IS_ENTITY_ON_FIRE ( Entity entity )  //0x1BD7C371CE257C3E

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