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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 _0x98A7CD5EA379A854 ()  //0x98A7CD5EA379A854

  2. void _0x9D1B0B5066205692 ()  //0x9D1B0B5066205692

  3. void _0x9F158A49B0D84C3C ( Any p0 )  //0x9F158A49B0D84C3C

  4. void _0x9F6D859C80708B26 ( BOOL p0, BOOL p1 )  //0x9F6D859C80708B26

  5. void _0xA04EF43030593ABC ( Any p0, Any p1 )  //0xA04EF43030593ABC

  6. void _0xA0F4D12D6042F6D5 ( Any p0, Any p1 )  //0xA0F4D12D6042F6D5

  7. Any _0xA15CCAB8AD038291 ( Any p0, Any p1, Any p2, Any p3 )  //0xA15CCAB8AD038291

  8. void _0xA1A86055792FB249 ( Any p0 )  //0xA1A86055792FB249

  9. void _0xA201A3D0AC087C37 ( const char* effectName )  //0xA201A3D0AC087C37

  10. void _0xA21AF60C9F99CCC5 ()  //0xA21AF60C9F99CCC5

  11. Any _0xA42EDF1E88734A7E ()  //0xA42EDF1E88734A7E

  12. void _0xAD74C22A541AB987 ( const char* effectName )  //0xAD74C22A541AB987

  13. void _0xAE7BF7CA9E4BA48D ( Any p0 )  //0xAE7BF7CA9E4BA48D

  14. void _0xAF4D239B8903FCBE ()  //0xAF4D239B8903FCBE

  15. void _0xB032C085D9A03907 ()  //0xB032C085D9A03907

  16. BOOL _0xB958D97A0DFAA0C2 ( const char* effectName )  //0xB958D97A0DFAA0C2

  17. void _0xC06F2F45A73EABCD ( Entity entity )  //0xC06F2F45A73EABCD

  18. Any _0xC28F62AC9774FC1B ()  //0xC28F62AC9774FC1B

  19. void _0xC2B8164C3BE871A4 ()  //0xC2B8164C3BE871A4

  20. Any _0xC37792A3F9C90771 ()  //0xC37792A3F9C90771

  21. void _0xC38B4952B728397A ( Vehicle vehicle, BOOL toggle )  //0xC38B4952B728397A

  22. void _0xC489FE31AC726512 ( Any p0, Any p1 )  //0xC489FE31AC726512

  23. void _0xC76FC4C2FC5F4405 ( Hash effectNameHash )  //0xC76FC4C2FC5F4405

  24. void _0xC8D0611D9A0CF5D3 ( Any p0 )  //0xC8D0611D9A0CF5D3

  25. void _0xCC3B787E73E64160 ( Any p0, Any p1, Any p2, Any p3, Any p4 )  //0xCC3B787E73E64160

  26. void _0xD1472AFF30C103D6 ( float p0 )  //0xD1472AFF30C103D6

  27. void _0xD543487A1F12828F ( Any p0, Any p1, Any p2, Any p3 )  //0xD543487A1F12828F

  28. void _0xD9BC98B55BCFAA9B ( Any p0 )  //0xD9BC98B55BCFAA9B

  29. Any _0xD9C24F53631F2372 ( Any* p0, Ped ped, int p2 )  //0xD9C24F53631F2372

  30. int _0xDFE332A5DA6FE7C9 ( int iTrackedPoint )  //0xDFE332A5DA6FE7C9

  31. Any _0xE63D68F455CA0B47 ( Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6 )  //0xE63D68F455CA0B47

  32. BOOL _0xE75CDDEBF618C8FF ( Hash effectNameHash )  //0xE75CDDEBF618C8FF

  33. Any _0xE8A8378BF651079C ( Any p0, Any p1, Any p2, Any p3, Any p4 )  //0xE8A8378BF651079C

  34. void _0xE92012611461A42A ( Any p0, Any p1, Any p2, Any p3, Any p4 )  //0xE92012611461A42A

  35. void _0xEB48CE48EEC41FD4 ( Any p0 )  //0xEB48CE48EEC41FD4

  36. BOOL _0xEC3D8C228FE553D7 ( BOOL p0 )  //0xEC3D8C228FE553D7

  37. void _0xEC3F7F24EEEB3BA3 ()  //0xEC3F7F24EEEB3BA3

  38. void _0xF2F543D48F319A3A ()  //0xF2F543D48F319A3A

  39. void _0xF5793BB386E1FF9C ( Any p0 )  //0xF5793BB386E1FF9C

  40. void _0xFB680A9B33D0EDBE ( BOOL p0 )  //0xFB680A9B33D0EDBE

  41. BOOL _0xFBF161FCFEC8589E ( const char* effectName, int p1, BOOL p2, BOOL* p3 )  //0xFBF161FCFEC8589E

  42. Any _0xFC9B53C072F418E0 ()  //0xFC9B53C072F418E0

  43. Any _0xFD05B1DDE83749FA ( Any p0 )  //0xFD05B1DDE83749FA

  44. BOOL _0xFF584F097C17FA8F ()  //0xFF584F097C17FA8F

  45. void _0xFF8018C778349234 ( Any p0 )  //0xFF8018C778349234

  46. void _ADD_BLOOD_POOL ( float x, float y, float z, BOOL unused )  //0xFA2ECC78A6014D4F

  47. void _ADD_BLOOD_POOL_2 ( float x, float y, float z, float p3, float size, float p5, BOOL permanent, float p7, BOOL p8 )  //0xF708298675ABDC6A

  48. void _ADD_BLOOD_POOLS_FOR_PED_WITH_PARAMS ( Ped ped, float p1, float size, float p3 )  //0xC349EE1E6EFA494B

  49. void _ADD_BLOOD_TRAIL_POINT ( float x, float y, float z )  //0xDD9DC1AB63D513CE

  50. void _ADD_BLOOD_TRAIL_SPLAT ( float x, float y, float z )  //0xF5E45CB1CF965D2D

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