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RDR2 NativeDB

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

Search 7149 native functions



  1. float GET_WIND_SPEED ()  //0xFFB7E74E041150A4

  2. BOOL _SHOULD_USE_METRIC_TEMPERATURE ()  //0xFF4AAF3275BAAB4F

  3. void _0xFF252E2BAFB7330F ( Any p0 )  //0xFF252E2BAFB7330F

  4. BOOL _IS_BASE_A_COVER_POINT ( ScrHandle handle )  //0xFEC1D4B5C82C176F

  5. Any _0xFDF38E2B711BF78E ( Any p0, Any p1 )  //0xFDF38E2B711BF78E

  6. Hash GET_HASH_KEY ( const char* string )  //0xFD340785ADF8CFB7

  7. Any _0xFD0759658268FD8E ( Any p0 )  //0xFD0759658268FD8E

  8. void _0xFC6ECB9170145ECE ()  //0xFC6ECB9170145ECE

  9. Hash _GAME_FRAMEWORK_MANAGER_GET_MODE ()  //0xFAED234C7F53ABEB

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

  11. const char* VAR_STRING ( int flags, const char* textTemplate, ...  )  //0xFA925AC00EB830B9

  12. void _SET_WEATHER_TYPE_TRANSITION ( Hash weatherHash1, Hash weatherHash2, float percentWeather2, BOOL p3 )  //0xFA3E3CA8A1DE6D5D

  13. BOOL IS_GAME_SESSION_STATE_MACHINE_IDLE ()  //0xF9E7DBB39080640B

  14. BOOL _GET_LOOTING_EVENT_HAS_FIRED ( Ped ped, const char* eventName )  //0xF9B91C5129EABC08

  15. const char* _0xF81C53561D15F330 ()  //0xF81C53561D15F330

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

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

  18. Vector3 GET_WIND_DIRECTION ()  //0xF703E82F3FE14A5F

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

  20. void _0xF650DCF5D6F312C1 ( Any p0 )  //0xF650DCF5D6F312C1

  21. void _0xF63FA29D4A9ACA86 ( Any p0, Any p1 )  //0xF63FA29D4A9ACA86

  22. void _0xF569E33FB72ED28E ()  //0xF569E33FB72ED28E

  23. BOOL IS_PROJECTILE_TYPE_WITHIN_DISTANCE ( float p0, float p1, float p2, Any p3, float p4, BOOL p5 )  //0xF51C9BAAD9ED64C4

  24. BOOL IS_MINIGAME_IN_PROGRESS ()  //0xF4D8BCD052E7EA1B

  25. void _SAVE_BENCHMARK_RECORDING ()  //0xF4743E2ECC02B3DA

  26. BOOL STRING_TO_INT ( const char* string, int* outInteger )  //0xF2DD2298B3AF23E2

  27. BOOL _IS_MISSION_CREATOR_ACTIVE ()  //0xF236C84C6ADFCB2F

  28. const char* _GET_STRING_FROM_BOOL ( BOOL value )  //0xF216F74101968DB0

  29. Any _0xF18AF483DF70BBDE ( Any p0 )  //0xF18AF483DF70BBDE

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

  31. Any _0xEF50E344A8F93784 ( Any p0, Any p1, Any p2, Any p3 )  //0xEF50E344A8F93784

  32. void _0xEF42F56F69877125 ()  //0xEF42F56F69877125

  33. Entity _GET_ENTITY_FROM_ITEM ( ScrHandle item )  //0xEE04C0AFD4EFAF0E

  34. void _RESET_BENCHMARK_RECORDING ()  //0xECBABD0307FB216F

  35. void _0xEB946B9E579729AD ( Ped ped, Any p1 )  //0xEB946B9E579729AD

  36. void SET_DISPATCH_IDEAL_SPAWN_DISTANCE ( float fIdealSpawnDistance )  //0xEAB6823B82FBD283

  37. void POPULATE_NOW ()  //0xEA6DC3A8ADD2005F

  38. BOOL UNREGISTER_INTERACTION_LOCKON_PROMPT ( Entity entity )  //0xE98D55C5983F2509

  39. void _SET_GLOBAL_BLOCK_IS_LOADED ( int index, BOOL toggle )  //0xE97240065406CB80

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

  41. Any _0xE704838F36F93B7B ( Any p0 )  //0xE704838F36F93B7B

  42. Vehicle _GET_VEHICLE_FROM_INDEXED_ITEM ( ScrHandle item )  //0xE578C8AE173719B3

  43. void ADD_TACTICAL_NAV_MESH_POINT ( float x, float y, float z, int p3 )  //0xE4EE55E63FA9AF45

  44. float GET_RANDOM_FLOAT_IN_RANGE ( float startRange, float endRange )  //0xE29F927A961F8AAA

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

  46. void _0xDE2C3B74D2B3705C ( Any p0, Any p1 )  //0xDE2C3B74D2B3705C

  47. void _GET_FORCED_WEATHER ( Hash* weather, Hash* p1 )  //0xDD560ABEF5D3784C

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

  49. int _GET_ITEM_TYPE ( ScrHandle handle )  //0xDC8D2FF478DF9553

  50. Any _0xDC416CA762BC4F43 ( Any p0, Any p1, Any p2, Any p3, Any p4, Any p5 )  //0xDC416CA762BC4F43

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