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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 ACTION_MANAGER_ENABLE_ACTION ( Hash hash, BOOL enable )  //0x7ACF124C12A2B045

  2. void _GET_WEATHER_TYPE_TRANSITION ( Hash* weatherType1, Hash* weatherType2, float* percentWeather2 )  //0x0AC679B2342F14F2

  3. void WATER_OVERRIDE_SET_SHOREWAVEAMPLITUDE ( float amplitude )  //0x55123D5A7D9D3C42

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

  5. float _GET_TEMPERATURE_AT_COORDS ( float x, float y, float z )  //0xB98B78C3768AF6E0

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

  7. float GET_WIND_SPEED ()  //0xFFB7E74E041150A4

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

  9. Vector3 GET_WIND_DIRECTION ()  //0xF703E82F3FE14A5F

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

  11. float GET_RAIN_LEVEL ()  //0x931B5F4CC130224B

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

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

  14. float GET_SNOW_LEVEL ()  //0x1E5D727041BE1709

  15. void FORCE_LIGHTNING_FLASH ()  //0x369DB5B2510FA080

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

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

  18. int GET_GAME_TIMER ()  //0x4F67E8ECA7D3F667

  19. int _GET_GAME_TIMER_NON_SCALED_CLIPPED ()  //0x483B8C542103AD72

  20. int GET_SYSTEM_TIME ()  //0xBE7F225417E35A7C

  21. int _GET_NUMBER_OF_MICROSECONDS_SINCE_LAST_CALL ()  //0xB0CE5E5ED8BB3581

  22. int _GET_SCRIPT_TIME_WITHIN_FRAME_IN_MICROSECONDS ()  //0x63219768C586667C

  23. void _RESET_SCRIPT_TIME_WITHIN_FRAME ()  //0x1411A7CBC3A6EB7B

  24. float GET_FRAME_TIME ()  //0x5E72022914CE3C38

  25. float _GET_BENCHMARK_TIME ()  //0x3F3172FEAE3AFE1C

  26. int GET_FRAME_COUNT ()  //0x77DFA958FCF100C1

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

  28. float _READ_INT_AS_FLOAT ( int value )  //0xD2C9126410DFA1B2

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

  30. int GET_RANDOM_INT_IN_RANGE ( int startRange, int endRange )  //0xD53343AA4FB7DD28

  31. BOOL GET_GROUND_Z_FOR_3D_COORD ( float x, float y, float z, Any groundZ, BOOL considerWaterAsGround )  //0x24FA4267BB8D2431

  32. BOOL GET_GROUND_Z_AND_NORMAL_FOR_3D_COORD ( float x, float y, float z, float* groundZ, Vector3* normal )  //0x2A29CA9A6319E6AB

  33. Any _0xBBE5B63EFFB08E68 ( Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6 )  //0xBBE5B63EFFB08E68

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

  35. float ASIN ( float p0 )  //0x6E3C15D296C15583

  36. float ACOS ( float p0 )  //0x586690F0176DC575

  37. float TAN ( float p0 )  //0x8C13DB96497B7ABF

  38. float ATAN ( float p0 )  //0x503054DED0B78027

  39. float ATAN2 ( float p0, float p1 )  //0x965B220A066E3F07

  40. float GET_DISTANCE_BETWEEN_COORDS ( float x1, float y1, float z1, float x2, float y2, float z2, BOOL useZ )  //0x0BE7F4E3CDBAFB28

  41. float GET_ANGLE_BETWEEN_2D_VECTORS ( float x1, float y1, float x2, float y2 )  //0xD0DFE1C486097BBB

  42. float GET_HEADING_FROM_VECTOR_2D ( float dx, float dy )  //0x38D5202FF9271C62

  43. Vector3 GET_CLOSEST_POINT_ON_LINE ( float p0, float p1, float p2, float p3, float p4, float p5, float p6, float p7, float p8, BOOL p9 )  //0x83ACC65D9ACEC5EF

  44. BOOL _0xAB6A04CEC428258B ( float p0, float p1, float p10, float p11, float* p12, float p2, float p3, float p4, float p5, float p6 )  //0xAB6A04CEC428258B

  45. BOOL _0x36040772DF5E59A0 ()  //0x36040772DF5E59A0

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

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

  48. void _SET_GAME_LOGIC_PAUSED ()  //0x550F05CFFBD63C8C

  49. Any _0x8F4F050054005C27 ( Any p0, Any p1 )  //0x8F4F050054005C27

  50. Any _0x80E9C316EF84DD81 ( Any p0 )  //0x80E9C316EF84DD81

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