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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 _SET_GAME_LOGIC_PAUSED ()  //0x550F05CFFBD63C8C

  3. void _RESET_DISPATCH_MAX_SPAWN_DISTANCE ()  //0x54EC7B6BC72BAD69

  4. BOOL _IS_PED_DECOMPOSED ( Ped ped )  //0x5170DDA6D63ACAAA

  5. Hash _GET_NEXT_WEATHER_TYPE_HASH_NAME ()  //0x51021D36F62AAA83

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

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

  8. BOOL _UI_IS_SINGLEPLAYER_PAUSE_MENU_ACTIVE ()  //0x4FFA0386A6216113

  9. BOOL SHOULD_USE_METRIC_MEASUREMENTS ()  //0x4FB556ACEFA93098

  10. int GET_GAME_TIMER ()  //0x4F67E8ECA7D3F667

  11. BOOL IS_BIT_SET ( int address, int offset )  //0x4ED6CFDFE8D4131A

  12. void _0x4D5C9CC7E7E23E09 ()  //0x4D5C9CC7E7E23E09

  13. BOOL GAME_FRAMEWORK_MANAGER_INIT ( Hash transitionMode )  //0x4CABE596D632E4B0

  14. Hash _GET_PREV_WEATHER_TYPE_HASH_NAME ()  //0x4BEB42AEBCA732E9

  15. BOOL _0x4B101DBCC9482F2D ( Ped ped )  //0x4B101DBCC9482F2D

  16. void _0x4B0501A468B749F8 ()  //0x4B0501A468B749F8

  17. void REMOVE_DISPATCH_SPAWN_BLOCKING_AREA ( Any p0 )  //0x49F751F6868DDC5B

  18. void _0x49F3241C28EBBFBC ( Any p0 )  //0x49F3241C28EBBFBC

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

  20. void _0x48E4D50F87A96AA5 ( Ped ped, BOOL p1, BOOL p2, Hash p3, Any* p4, Any p5 )  //0x48E4D50F87A96AA5

  21. int _GET_GAME_TIMER_NON_SCALED_CLIPPED ()  //0x483B8C542103AD72

  22. void _0x4647842FE8F31C1E ( Any p0, Any p1 )  //0x4647842FE8F31C1E

  23. int GET_NUMBER_OF_FREE_STACKS_OF_THIS_SIZE ( int stackSize )  //0x40DC2907A9697EF7

  24. void DISABLE_LOOTING_COMPOSITE_LOOTABLE_THIS_FRAME ( int compositeId, BOOL p1 )  //0x40D72189F46D2E15

  25. Ped _GET_PED_FROM_INDEXED_ITEM ( ScrHandle item )  //0x3FFB15534067DCD4

  26. BOOL CREATE_INCIDENT ( int dispatchService, float x, float y, float z, int numUnits, float radius, int* outIncidentID, Any p7, Any p8 )  //0x3F892CAF67444AE7

  27. float _GET_BENCHMARK_TIME ()  //0x3F3172FEAE3AFE1C

  28. void NETWORK_SET_SCRIPT_IS_SAFE_FOR_NETWORK_GAME ()  //0x3D0EAC6385DD6100

  29. void _0x3C3C7B1B5EC08764 ()  //0x3C3C7B1B5EC08764

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

  31. BOOL HAS_BULLET_IMPACTED_IN_BOX ( float p0, float p1, float p2, float p3, float p4, float p5, BOOL p6, BOOL p7 )  //0x3B6A4C05FB2B33AC

  32. void _0x3A87FDA8F1B6CDFB ( Any p0, Any p1, Any p2 )  //0x3A87FDA8F1B6CDFB

  33. BOOL IS_INCIDENT_VALID ( int incidentId )  //0x39F2B1BAD412246A

  34. BOOL _DOES_POP_MULTIPLIER_AREA_EXIST_FOR_VOLUME ( Volume volume )  //0x39D6DACE323A20B6

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

  36. Any _0x38C2BF94D15F464D ( Any p0 )  //0x38C2BF94D15F464D

  37. void _0x38C0C9CAE1544500 ( Any p0 )  //0x38C0C9CAE1544500

  38. int UPDATE_ONSCREEN_KEYBOARD ()  //0x37DF360F235A3893

  39. BOOL IS_STRING_NULL_OR_EMPTY_OR_SPACES ( const char* string )  //0x375F5870A7B8BEC1

  40. void FORCE_LIGHTNING_FLASH ()  //0x369DB5B2510FA080

  41. void SET_MISSION_FLAG ( BOOL toggle )  //0x36694B456BE80D0A

  42. BOOL _0x36040772DF5E59A0 ()  //0x36040772DF5E59A0

  43. Any _0x35165C658077CD0B ()  //0x35165C658077CD0B

  44. Any _0x33982467B1E349EF ( Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6 )  //0x33982467B1E349EF

  45. void _SET_WEATHER_VARIATION ( const char* weatherType, const char* variation )  //0x3373779BAF7CAF48

  46. void SCRIPT_RACE_SHUTDOWN ()  //0x334CE0DA4FAF330C

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

  48. Any _0x3233C4EC0514C7EC ( Volume volume, float pedDensity, float vehicleDensity, int p3, int p4 )  //0x3233C4EC0514C7EC

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

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

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