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RDR2 NativeDB

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

Search 7149 native functions

  • Only this category?

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  • First seen in version
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  1. BOOL DOES_PICKUP_OF_TYPE_EXIST_IN_AREA ( Hash pickupHash, float x, float y, float z, float radius )  //0xF9C36251F6E48E33

    • 0
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  2. BOOL DOES_RAYFIRE_MAP_OBJECT_EXIST ( Object object )  //0x52AF537A0C5B8AAD

    • 0
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  3. int DOOR_SYSTEM_GET_DOOR_STATE ( Hash doorHash )  //0x160AA1B32F6139B8

    • 0
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  4. float DOOR_SYSTEM_GET_OPEN_RATIO ( Hash doorHash )  //0x65499865FCA6E5EC

    • 0
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  5. void DOOR_SYSTEM_SET_AUTOMATIC_DISTANCE ( Hash doorHash, float distance )  //0x9BA001CB45CBF627

    • 0
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  6. void DOOR_SYSTEM_SET_AUTOMATIC_RATE ( Hash doorHash, float rate )  //0x03C27E13B42A0E82

    • 0
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  7. void DOOR_SYSTEM_SET_DOOR_STATE ( Hash doorHash, int state )  //0x6BAB9442830C7F53

    • 1
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  8. void DOOR_SYSTEM_SET_OPEN_RATIO ( Hash doorHash, float ajar, BOOL forceUpdate )  //0xB6E6FBA95C7324AC

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  9. void FORCE_PICKUP_REGENERATE ( Any p0 )  //0x758A5C1B3B1E1990

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  10. Object GET_CLOSEST_OBJECT_OF_TYPE ( float x, float y, float z, float radius, Hash modelHash, BOOL isMission, BOOL p6, BOOL p7 )  //0xE143FA2249364369

    • 0
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  11. float GET_OBJECT_FRAGMENT_DAMAGE_HEALTH ( Any p0, BOOL p1 )  //0xB6FBFD079B8D0596

    • 0
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  12. Vector3 GET_PICKUP_COORDS ( Pickup pickup )  //0x225B8B35C88029B3

    • 0
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  13. Object GET_PICKUP_OBJECT ( Pickup pickup )  //0x5099BC55630B25AE

    • 0
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  14. Object GET_RAYFIRE_MAP_OBJECT ( float x, float y, float z, float radius, const char* name )  //0xB48FCED898292E52

    • 0
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  15. float GET_RAYFIRE_MAP_OBJECT_ANIM_PHASE ( Object object )  //0x260EE4FDBDF4DB01

    • 0
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  16. Vector3 GET_SAFE_PICKUP_COORDS ( Any p0, Any p1, Any p2, Any p3, Any p4, Any p5 )  //0x6E16BC2503FF1FF0

    • 0
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  17. int GET_STATE_OF_RAYFIRE_MAP_OBJECT ( Object object )  //0x899BA936634A322E

    • 0
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  18. Hash GET_WEAPON_TYPE_FROM_PICKUP_TYPE ( Hash pickupHash )  //0x08F96CA6C551AD51

    • 0
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  19. BOOL HAS_CLOSEST_OBJECT_OF_TYPE_BEEN_BROKEN ( float p0, float p1, float p2, float p3, Hash modelHash, Any p5 )  //0x761B0E69AC4D007E

    • 0
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  20. BOOL HAS_OBJECT_BEEN_BROKEN ( Any p0 )  //0x8ABFB70C49CC43E2

    • 0
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  21. BOOL HAS_PICKUP_BEEN_COLLECTED ( Pickup pickup )  //0x80EC48E6679313F9

    • 0
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  22. BOOL IS_DOOR_CLOSED ( Hash doorHash )  //0xC531EE8A1145A149

    • 0
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  23. BOOL IS_DOOR_REGISTERED_WITH_SYSTEM ( Hash doorHash )  //0xC153C43EA202C8C1

    • 0
    • 453
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  24. BOOL IS_OBJECT_A_PORTABLE_PICKUP ( Object object )  //0x0378C08504160D0D

    • 0
    • 262
    • 1207
  25. BOOL IS_OBJECT_VISIBLE ( Object object )  //0x8B32ACE6326A7546

    • 0
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  26. BOOL IS_POINT_IN_ANGLED_AREA ( float p0, float p1, BOOL p10, BOOL p11, float p2, float p3, float p4, float p5, float p6, float p7 )  //0x2A70BAE8883E4C81

    • 0
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  27. BOOL PLACE_OBJECT_ON_GROUND_PROPERLY ( Object object, BOOL p1 )  //0x58A850EAEE20FAA3

    • 0
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  28. void PREVENT_COLLECTION_OF_PORTABLE_PICKUP ( Object object, BOOL p1, BOOL p2 )  //0x92AEFB5F6E294023

    • 0
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  29. void REMOVE_ALL_PICKUPS_OF_TYPE ( Hash pickupHash )  //0x27F9D613092159CF

    • 0
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  30. void REMOVE_DOOR_FROM_SYSTEM ( Hash doorHash )  //0x464D8E1427156FE4

    • 0
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  31. void REMOVE_PICKUP ( Pickup pickup )  //0x3288D8ACAECD2AB2

    • 0
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  32. void SET_ACTIVATE_OBJECT_PHYSICS_AS_SOON_AS_IT_IS_UNFROZEN ( Object object, BOOL toggle )  //0x406137F8EF90EAF5

    • 0
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  33. void SET_CUSTOM_TEXTURES_ON_OBJECT ( Object object, Hash txdHash, Any p2, Any p3 )  //0xE124889AE0521FCF

    • 0
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  34. void SET_FORCE_OBJECT_THIS_FRAME ( float x, float y, float z, float p3 )  //0xF538081986E49E9D

    • 0
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  35. void SET_LOCAL_PLAYER_CAN_COLLECT_PORTABLE_PICKUPS ( BOOL toggle )  //0x78857FC65CADB909

    • 0
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  36. void SET_MAX_NUM_PORTABLE_PICKUPS_CARRIED_BY_PLAYER ( Hash modelHash, int p1 )  //0x0BF3B3BD47D79C08

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  37. void SET_OBJECT_ALLOW_LOW_LOD_BUOYANCY ( Object object, BOOL toggle )  //0x4D89D607CB3DD1D2

    • 0
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  38. void SET_OBJECT_PHYSICS_PARAMS ( Object object, float weight, float p10, float buoyancy, float p2, float p3, float p4, float p5, float gravity, float p7 )  //0xF6DF6E90DE7DF90F

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  39. void SET_OBJECT_TARGETTABLE ( Object object, BOOL targettable )  //0x8A7391690F5AFD81

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  40. Any SET_OBJECT_TARGETTABLE_ ( Object object, BOOL unk1, BOOL unk2 )  //0xA22712E8471AA08E

    • 0
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  41. void SET_PICKUP_DO_NOT_AUTO_PLACE_ON_GROUND ( Object pickupObject )  //0x634C19521485AB25

    • 0
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  42. void SET_PICKUP_GENERATION_RANGE_MULTIPLIER ( float multiplier )  //0x318516E02DE3ECE2

    • 0
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  43. void SET_PICKUP_HIDDEN_WHEN_UNCOLLECTABLE ( Any p0, Any p1 )  //0x81218CE01B672219

    • 0
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  44. void SET_PICKUP_NOT_LOOTABLE ( Any p0, Any p1 )  //0x92E87F60F21A0C3A

    • 0
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  45. void SET_PICKUP_PARTICLE_FX_HIGHLIGHT ( Any p0, Any p1 )  //0x1607C7D9B3021DF5

    • 0
    • 273
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  46. void SET_PICKUP_PARTICLE_FX_SPAWN ( Any p0, Any p1 )  //0xEB9740A38FD6D634

    • 0
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  47. void SET_PICKUP_REGENERATION_TIME ( Pickup pickup, int duration )  //0x78015C9B4B3ECC9D

    • 0
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  48. void SET_PICKUP_UNCOLLECTABLE ( Pickup pickup, BOOL uncollectable )  //0x4A8CB328CD6F1C9B

    • 0
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  49. void SET_STATE_OF_RAYFIRE_MAP_OBJECT ( Object object, int state )  //0x5C29F698D404C5E1

    • 0
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  50. void SET_TEAM_PICKUP_OBJECT ( Object object, Any p1, BOOL p2 )  //0x53E0DF1A2A3CF0CA

    • 0
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