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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 WATER_OVERRIDE_SET_SHOREWAVEAMPLITUDE ( float amplitude )  //0x55123D5A7D9D3C42

  2. void WATER_OVERRIDE_SET_OCEANWAVEMAXAMPLITUDE ( float maxAmplitude )  //0xF06C5B66DE20B2B8

  3. void SET_WIND_SPEED ( float speed )  //0xD00C2D82DC04A99F

  4. void SET_WIND_DIRECTION ( float direction )  //0xB56C4F5F57A45600

  5. void _SET_RAIN_LEVEL ( float intensity )  //0x193DFC0526830FD6

  6. void _0x745808BB01CEC6B9 ( float p0 )  //0x745808BB01CEC6B9

  7. void _SET_SNOW_LEVEL ( float level )  //0xF6BEE7E80EC5CA40

  8. void FORCE_LIGHTNING_FLASH ()  //0x369DB5B2510FA080

  9. void _FORCE_LIGHTNING_FLASH_AT_COORDS ( float x, float y, float z, float p3 )  //0x67943537D179597C

  10. void _0xA9342743B634A462 ( Any p0 )  //0xA9342743B634A462

  11. void _RESET_SCRIPT_TIME_WITHIN_FRAME ()  //0x1411A7CBC3A6EB7B

  12. void _0x6BED40493A1AFDB8 ( Any* p0, float p1 )  //0x6BED40493A1AFDB8

  13. void _0x96282005C5C6801F ( Any p0, Any p1 )  //0x96282005C5C6801F

  14. void SET_BIT ( int* address, int offset )  //0xF73FBE4845C43B5B

  15. void CLEAR_BIT ( int* address, int offset )  //0x7D1D4A3602B6AD4E

  16. void _SET_GAME_LOGIC_PAUSED ()  //0x550F05CFFBD63C8C

  17. void _0xDBDA48EC456ED908 ()  //0xDBDA48EC456ED908

  18. void _0xE84AAC1B22A73E99 ( Any p0, Any p1 )  //0xE84AAC1B22A73E99

  19. void _CLEAR_BROADCAST_BIT ( Any p0, Any p1 )  //0xB909149F2BB5F6DA

  20. void _0xD2D74F89DF844A50 ( Any p0 )  //0xD2D74F89DF844A50

  21. void CLEAR_AREA ( float x, float y, float z, float radius, int flag )  //0x3B882A96EA77D5B1

  22. void _CLEAR_VOLUME_AREA ( Volume volume, int flag )  //0x2FCD528A397E5C88

  23. void CLEAR_ANGLED_AREA_OF_VEHICLES ( Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7 )  //0xA4D83115C1E02F8A

  24. void SET_CREDITS_ACTIVE ( BOOL toggle )  //0xD37BECF862DA726F

  25. void NETWORK_SET_SCRIPT_IS_SAFE_FOR_NETWORK_GAME ()  //0x3D0EAC6385DD6100

  26. void PAUSE_DEATH_ARREST_RESTART ( BOOL toggle )  //0x66AB6B6C7E72F393

  27. void IGNORE_NEXT_RESTART ( BOOL toggle )  //0x6C9FF40FF1B69F8F

  28. void SET_FADE_IN_AFTER_DEATH_ARREST ( BOOL toggle )  //0xDF3B5846DE5904AF

  29. void SET_FADE_IN_AFTER_LOAD ( BOOL toggle )  //0xAC806C4CAB973517

  30. void SHOOT_SINGLE_BULLET_BETWEEN_COORDS ( float x1, float y1, BOOL isAudible, BOOL isInvisible, float speed, BOOL p13, float z1, float x2, float y2, float z2 )  //0x867654CBC7606F2C

  31. void FIRE_SINGLE_BULLET ( Any* args )  //0xCBC9A21F6A2A679C

  32. void GET_MODEL_DIMENSIONS ( Hash modelHash, Vector3* minimum, Vector3* maximum )  //0xDCB8DDD5D054A7E7

  33. void _0x0A487CC74A517FB5 ( Any p0 )  //0x0A487CC74A517FB5

  34. void _0x3C3C7B1B5EC08764 ()  //0x3C3C7B1B5EC08764

  35. void _INT_TO_STRING ( int value, const char* format, char* buffer )  //0xCF11C0CEB40C401B

  36. void _0x74ACA66484CEBAF0 ( Any p0 )  //0x74ACA66484CEBAF0

  37. void _0x49C44FE78A135A1D ( Any p0 )  //0x49C44FE78A135A1D

  38. void SET_BITS_IN_RANGE ( int* var, int rangeStart, int rangeEnd, int p3 )  //0x324DC1CEF57F31E6

  39. void SET_GAME_PAUSED ( BOOL toggle )  //0xFAEC088D28B1DE4A

  40. void SET_THIS_SCRIPT_CAN_BE_PAUSED ( BOOL toggle )  //0x3215376E79F6EA18

  41. void SET_THIS_SCRIPT_CAN_REMOVE_BLIPS_CREATED_BY_ANY_SCRIPT ( BOOL toggle )  //0x8ABD939C2E5D00ED

  42. void SET_CHEAT_ACTIVE ( int cheatId )  //0xD4958E8CF0DE0DD0

  43. void _0xB711EB4BC8D06013 ()  //0xB711EB4BC8D06013

  44. void POPULATE_NOW ()  //0xEA6DC3A8ADD2005F

  45. void _COPY_MEMORY ( Any* dst, Any* src, int size )  //0xF7AC7DC0DEE7C9BE

  46. void ENABLE_DISPATCH_SERVICE ( int dispatchService, BOOL toggle )  //0x50E52637EF70EF77

  47. void BLOCK_DISPATCH_SERVICE_RESOURCE_CREATION ( int dispatchService, BOOL toggle )  //0x66947E61A44DE2C6

  48. void DELETE_INCIDENT ( int incidentId )  //0x5CFD0F0D6AAE0AEE

  49. void _SET_INCIDENT_UNK ( int incidentId )  //0x9617B6E5F6537B63

  50. void REMOVE_POP_MULTIPLIER_AREA ( int id, BOOL p1 )  //0x88CB484364EFB37A

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