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RDR2 NativeDB

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

Search 7149 native functions



  1. BOOL GET_SAFE_COORD_FOR_PED ( float x, float y, float z, BOOL onGround, Vector3* outPosition, int flags )  //0xB61C8E878A4199CA

  2. 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

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

  4. BOOL IS_NAVMESH_LOADED_IN_AREA ( float x1, float y1, float z1, float x2, float y2, float z2 )  //0xF813C7E63F9062A5

  5. BOOL GET_NTH_CLOSEST_VEHICLE_NODE_ID_WITH_HEADING ( float x, float y, float z, int nthClosest, Vector3* outPosition, float outHeading, Any p6, float p7, float p8 )  //0x4114EAA8A7F7766D

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

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

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

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

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

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

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

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

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

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

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

  17. BOOL GET_RANDOM_VEHICLE_NODE ( float x, float y, float z, float radius, BOOL p4, BOOL p5, BOOL p6, Vector3* outPosition, int* nodeId )  //0x93E0DB8440B73A7D

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

  19. BOOL REQUEST_PATHS_PREFER_ACCURATE_BOUNDINGSTRUCT ( float x1, float y1, float x2, float y2 )  //0x07FB139B592FA687

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

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

  22. void REMOVE_NAVMESH_BLOCKING_OBJECT ( Any p0 )  //0x46399A7895957C0E

  23. 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

  24. 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

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

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

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

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

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

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

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

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

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

  34. BOOL IS_VEHICLE_NODE_ID_VALID ( int vehicleNodeId )  //0x5829A02AF4F0B3CB

  35. BOOL GET_VEHICLE_NODE_IS_SWITCHED_OFF ( int nodeID )  //0x28533DBDDF7C2C97

  36. BOOL IS_POINT_ON_ROAD ( float x, float y, float z, Vehicle vehicle )  //0x125BF4ABFC536B09

  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. int GET_GPS_BLIP_ROUTE_LENGTH ()  //0xBBB45C3CF5C8AA85

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

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

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

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

  44. 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

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

  46. 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

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

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

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

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

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