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

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

  5. float GET_WIND_SPEED ()  //0xFFB7E74E041150A4

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

  7. Vector3 GET_WIND_DIRECTION ()  //0xF703E82F3FE14A5F

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

  9. float GET_RAIN_LEVEL ()  //0x931B5F4CC130224B

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

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

  12. float GET_SNOW_LEVEL ()  //0x1E5D727041BE1709

  13. void FORCE_LIGHTNING_FLASH ()  //0x369DB5B2510FA080

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

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

  16. int GET_GAME_TIMER ()  //0x4F67E8ECA7D3F667

  17. int _GET_GAME_TIMER_NON_SCALED_CLIPPED ()  //0x483B8C542103AD72

  18. int GET_SYSTEM_TIME ()  //0xBE7F225417E35A7C

  19. int _GET_NUMBER_OF_MICROSECONDS_SINCE_LAST_CALL ()  //0xB0CE5E5ED8BB3581

  20. int _GET_SCRIPT_TIME_WITHIN_FRAME_IN_MICROSECONDS ()  //0x63219768C586667C

  21. void _RESET_SCRIPT_TIME_WITHIN_FRAME ()  //0x1411A7CBC3A6EB7B

  22. float GET_FRAME_TIME ()  //0x5E72022914CE3C38

  23. float _GET_BENCHMARK_TIME ()  //0x3F3172FEAE3AFE1C

  24. int GET_FRAME_COUNT ()  //0x77DFA958FCF100C1

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

  40. 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

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

  42. BOOL _0x36040772DF5E59A0 ()  //0x36040772DF5E59A0

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

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

  45. void _SET_GAME_LOGIC_PAUSED ()  //0x550F05CFFBD63C8C

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

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

  48. void _0xDBDA48EC456ED908 ()  //0xDBDA48EC456ED908

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

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

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