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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. void REMOVE_NAVMESH_BLOCKING_OBJECT ( Any p0 )  //0x46399A7895957C0E

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

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

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  4. void SET_AMBIENT_PED_RANGE_MULTIPLIER_THIS_FRAME ( float multiplier )  //0x0B919E1FB47CC4E0

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  5. void SET_IGNORE_NO_GPS_FLAG ( BOOL toggle )  //0x72751156E7678833

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

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

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

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  9. void _0x264E9A5CD78C338F ( Any p0 )  //0x264E9A5CD78C338F

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

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

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  12. void SIMULATED_ROUTE_TRAVEL_TO_POINT ( Any p0, float p1, float p2 )  //0xA1A3DE1C215C7394

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  13. void SET_ROADS_IN_AREA ( Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7, Any p8 )  //0xBF1A602B5BA52FEE

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  14. void SET_ROADS_IN_ANGLED_AREA ( Any p0, Any p1, Any p10, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7, Any p8 )  //0x1A5AA1208AF5DB59

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  15. void SET_ROADS_IN_VOLUME ( Volume volume, BOOL p1, BOOL p2, BOOL p3 )  //0xC1799FAFD2FDF52B

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  16. void RESET_ROADS_IN_VOLUME ( Volume volume, BOOL p1 )  //0xD17672447692478E

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  17. void SET_ROADS_BACK_TO_ORIGINAL ( Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7 )  //0x1EE7063B80FFC77C

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  18. void SET_ROADS_BACK_TO_ORIGINAL_IN_ANGLED_AREA ( Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7, Any p8 )  //0x0027501B9F3B407E

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

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

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

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

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

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  24. void GET_VEHICLE_NODE_POSITION ( int nodeId, Vector3* outPosition )  //0x8E8D72FF24DEE1FB

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

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  26. void SET_PED_PATHS_IN_AREA ( float x1, float y1, float z1, float x2, float y2, float z2, BOOL unknown, Any p7 )  //0x34F060F4BF92E018

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

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  28. void SET_PED_PATHS_BACK_TO_ORIGINAL ( Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6 )  //0xE04B48F2CC926253

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

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

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

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

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  33. int GET_GPS_BLIP_ROUTE_LENGTH ()  //0xBBB45C3CF5C8AA85

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  34. 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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  35. int GET_NUM_NAVMESHES_EXISTING_IN_AREA ( float p0, float p1, float p2, float p3, float p4, float p5 )  //0x01708E8DD3FF8C65

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

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  37. float SIMULATED_ROUTE_GET_ETA ( Any p0 )  //0x2DD5F78D73B24172

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

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

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

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

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

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

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

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  45. BOOL GET_GPS_BLIP_ROUTE_FOUND ()  //0x869DAACBBE9FA006

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  46. BOOL SIMULATED_ROUTE_IS_LOADED ( Any p0 )  //0x240915043CB799D7

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

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

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

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  50. BOOL GET_NTH_CLOSEST_VEHICLE_NODE_WITH_HEADING ( float x, float y, float z, int nthClosest, Vector3* outPosition, float* heading, Any* unknown1, int unknown2, float unknown3, float unknown4 )  //0x591B40D4390DB54A

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