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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 _0x264E9A5CD78C338F ( Any p0 )  //0x264E9A5CD78C338F

  2. void _0x34C9AF25649172D0 ( Any p0 )  //0x34C9AF25649172D0

  3. Any _0x3A0F82F6EE2291C8 ( Any p0 )  //0x3A0F82F6EE2291C8

  4. Vector3 _0x430F8319AE56C8A9 ( Any p0, Any p1 )  //0x430F8319AE56C8A9

  5. void _0x4358BCF14C91761C ( Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7, Any p8, Any p9 )  //0x4358BCF14C91761C

  6. void _0x4907D0E4FB26EE65 ( Any p0 )  //0x4907D0E4FB26EE65

  7. void _0x4BDEBEA5702B97A9 ( Any p0, Any p1, Any p2, Any p3, Any p4, Any p5 )  //0x4BDEBEA5702B97A9

  8. Any _0x54F4D7B6670FBB5A ( Any p0, Any p1, Any p2, Any p3, Any p4 )  //0x54F4D7B6670FBB5A

  9. int _0x5A3B54ADDF5472A3 ( const char* p0 )  //0x5A3B54ADDF5472A3

  10. void _0x5A4E1A41E3A02AD0 ( Any p0, Any p1, Any p2 )  //0x5A4E1A41E3A02AD0

  11. Any _0x65A8196B8D7F5E0B ( Any p0 )  //0x65A8196B8D7F5E0B

  12. Any _0x661BB1E1FF77742D ( Any p0 )  //0x661BB1E1FF77742D

  13. Any _0x665B21666351CB37 ( Any p0, Any p1, Any p2 )  //0x665B21666351CB37

  14. void _0x6C3F12ECEB6D2E2A ( Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7 )  //0x6C3F12ECEB6D2E2A

  15. void _0x6DAD6630AE4A74CB ( Any p0, Any p1 )  //0x6DAD6630AE4A74CB

  16. void _0x869A7015BD4606E9 ( Any p0 )  //0x869A7015BD4606E9

  17. Any _0x8800776E410EB669 ( Any p0 )  //0x8800776E410EB669

  18. Any* _0xA33914B00CA55756 ( const char* p0, int p1 )  //0xA33914B00CA55756

  19. void _0xAFE2AE66F6251C66 ( Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7 )  //0xAFE2AE66F6251C66

  20. void _0xB03944057FD735BA ( Any p0, Any p1, Any p2 )  //0xB03944057FD735BA

  21. Any _0xCA27A86CAA4E98ED ( Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6 )  //0xCA27A86CAA4E98ED

  22. void _0xCF213A5FC3ABFC08 ( Any p0, Any p1, Any p2 )  //0xCF213A5FC3ABFC08

  23. Any _0xD470725E0703D22F ( Any p0 )  //0xD470725E0703D22F

  24. void _0xE5EF9DE716FF737E ( Any p0, Any p1, Any p2 )  //0xE5EF9DE716FF737E

  25. Any _0xEFC535C9FAF563B3 ( Any p0 )  //0xEFC535C9FAF563B3

  26. void _0xF2A2177AC848B3A8 ( Volume volume, int p1, int p2 )  //0xF2A2177AC848B3A8

  27. Any _0xF61CFEDEAB627BFA ( Any p0 )  //0xF61CFEDEAB627BFA

  28. Any _0xFD5BB35AAB83FD48 ( Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6 )  //0xFD5BB35AAB83FD48

  29. BOOL _ADD_NAVMESH_BLOCKING_VOLUME ( Volume volume, int flags )  //0x19C7567D2F2287D6

  30. BOOL _DOES_NAVMESH_BLOCKING_VOLUME_EXIST ( Volume volume )  //0xDE0EA444735C1368

  31. void _GET_SPAWN_DATA_FOR_ROAD_NODE ( int nodeId, float x, float y, float z, Vector3* outCoords, float* heading )  //0xA3791B915B8B84C6

  32. BOOL _NAVMESH_ACTIVATE_SWAP ( const char* name )  //0x7C334FF4D9215912

  33. BOOL _NAVMESH_ASSIGN_NAVMESH_TO_VEHICLE ( Vehicle vehicle, const char* navMeshName )  //0x44026E3DB3CED602

  34. BOOL _NAVMESH_DEACTIVATE_SWAP ( const char* name )  //0x527B97C203BB8606

  35. BOOL _NAVMESH_DOES_SWAP_EXIST ( const char* name )  //0x495CFAB2924237C7

  36. BOOL _NAVMESH_IS_SWAP_ACTIVE ( const char* name )  //0x5AC0944C156E5F44

  37. void _REMOVE_NAVMESH_BLOCKING_VOLUME ( Volume volume )  //0x2C87C3E1C7B96EE2

  38. Any ADD_NAVMESH_BLOCKING_OBJECT ( float p0, float p1, float p2, float p3, float p4, float p5, float p6, BOOL p7, Any p8 )  //0xFCD5C8E06E502F5A

  39. void ADD_NAVMESH_REQUIRED_REGION ( float x, float y, float radius )  //0x387EAD7EE42F6685

  40. BOOL ARE_NODES_LOADED_FOR_AREA ( float x1, float y1, float x2, float y2 )  //0xF7B79A50B905A30D

  41. BOOL DOES_NAVMESH_BLOCKING_OBJECT_EXIST ( Any p0 )  //0x0EAEB0DB4B132399

  42. float GET_APPROX_FLOOR_FOR_POINT ( float x, float y )  //0x336511A34F2E5185

  43. Any GET_CLOSEST_ROAD ( float x, float y, BOOL p10, float z, float p3, int p4, Vector3* p5, Vector3* p6, Any* p7, Any* p8 )  //0x132F52BBA570FE92

  44. BOOL GET_CLOSEST_VEHICLE_NODE ( float x, float y, float z, Vector3* outPosition, int nodeType, float p5, float p6 )  //0x240A18690AE96513

  45. BOOL GET_CLOSEST_VEHICLE_NODE_WITH_HEADING ( float x, float y, float z, Vector3* outPosition, float* outHeading, int nodeType, float p6, int p7 )  //0x23CFFD4CCB243354

  46. BOOL GET_GPS_BLIP_ROUTE_FOUND ()  //0x869DAACBBE9FA006

  47. int GET_GPS_BLIP_ROUTE_LENGTH ()  //0xBBB45C3CF5C8AA85

  48. BOOL GET_NTH_CLOSEST_VEHICLE_NODE ( float x, float y, float z, int nthClosest, Vector3* outPosition, int unknown1, float unknown2, Any unknown3 )  //0x5A6D8DF6FBC5D0C4

  49. BOOL GET_NTH_CLOSEST_VEHICLE_NODE_FAVOUR_DIRECTION ( float x, float y, Any p10, Any p11, float z, float desiredX, float desiredY, float desiredZ, int nthClosest, Vector3* outPosition )  //0x2FAC235A6062F14A

  50. int GET_NTH_CLOSEST_VEHICLE_NODE_ID ( float x, float y, float z, int nth, int nodetype, float p5, float p6 )  //0x116443008E5CEFC3

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