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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 SET_PED_RAGDOLL_ON_COLLISION ( Ped ped, BOOL toggle, BOOL p2 )  //0xF0A4F1BBF4FA7497

    • 0
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    • 1207
  2. void _SET_PED_TO_DISABLE_RAGDOLL ( Ped ped, BOOL toggle )  //0x221F4D9912B7FE86

    • 0
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  3. BOOL IS_PED_RAGDOLL ( Ped ped )  //0x47E4E977581C5B55

    • 0
    • 511
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  4. BOOL IS_PED_RUNNING_RAGDOLL_TASK ( Ped ped )  //0xE3B6097CC25AA69E

    • 0
    • 245
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  5. void SET_PED_RAGDOLL_FORCE_FALL ( Ped ped )  //0x01F6594B923B9251

    • 0
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  6. void _0x8CB2553C559102C1 ( Any p0, Any p1, Any p2 )  //0x8CB2553C559102C1

    • 0
    • 238
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  7. void _0xFD3C31A2E45671E7 ( Any p0, Any p1 )  //0xFD3C31A2E45671E7

    • 0
    • 271
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  8. void RESET_PED_RAGDOLL_TIMER ( Ped ped )  //0x9FA4664CF62E47E8

    • 0
    • 454
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  9. void SET_PED_CAN_RAGDOLL ( Ped ped, BOOL toggle )  //0xB128377056A54E2A

    • 0
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  10. Any _0x3AEC4A410ECAF30D ( Any p0 )  //0x3AEC4A410ECAF30D

    • 0
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  11. BOOL IS_PED_RUNNING_MOBILE_PHONE_TASK ( Ped ped )  //0x2AFE52F782F25775

    • 0
    • 287
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  12. void SET_RAGDOLL_BLOCKING_FLAGS ( Ped ped, int flags )  //0x26695EC767728D84

    • 1
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  13. void CLEAR_RAGDOLL_BLOCKING_FLAGS ( Ped ped, int flags )  //0xD86D101FCFD00A4B

    • 0
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  14. void _0x9F933E0985E12C51 ( Any p0, Any p1, Any p2, Any p3 )  //0x9F933E0985E12C51

    • 0
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  15. void _0x88B2026A3B0BE33D ( Any p0, Any p1 )  //0x88B2026A3B0BE33D

    • 0
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  16. void SET_PED_DEFENSIVE_AREA_VOLUME ( Ped ped, Volume volume, BOOL p2, BOOL p3, BOOL p4 )  //0xFC3DB99C8144CD81

    • 0
    • 252
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  17. void SET_PED_SPHERE_DEFENSIVE_AREA ( Ped ped, float x, float y, float z, float radius, BOOL p5, BOOL p6, BOOL p7 )  //0x9D3151A373974804

    • 0
    • 368
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  18. void _SET_PED_DEFENSIVE_SPHERE_ATTACHED_TO_ENTITY ( Ped ped, Entity entity, float x, float y, float z, float radius, int p6, BOOL p7 )  //0x1854217C640B39EC

    • 0
    • 260
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  19. void SET_PED_DEFENSIVE_AREA_DIRECTION ( Ped ped, float p1, float p2, float p3, BOOL p4 )  //0x413C6C763A4AFFAD

    • 0
    • 239
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  20. void REMOVE_PED_DEFENSIVE_AREA ( Ped ped, BOOL toggle )  //0x74D4E028107450A9

    • 0
    • 265
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  21. Vector3 GET_PED_DEFENSIVE_AREA_POSITION ( Ped ped, BOOL p1 )  //0x3C06B8786DD94CD1

    • 0
    • 235
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  22. BOOL IS_PED_DEFENSIVE_AREA_ACTIVE ( Ped ped, BOOL p1 )  //0xBA63D9FE45412247

    • 0
    • 222
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  23. Volume _GET_PED_DEFENSIVE_VOLUME ( Ped ped, Any p1 )  //0xEF2E6F870783369B

    • 0
    • 229
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  24. void _0x4EC4EA2F72B36358 ( Any p0, Any p1 )  //0x4EC4EA2F72B36358

    • 0
    • 248
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  25. void _0xCF0B19806473D324 ( Any p0, Any p1, Any p2, Any p3 )  //0xCF0B19806473D324

    • 0
    • 245
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  26. void _0xB4B7C92FCE7347B7 ( Any p0 )  //0xB4B7C92FCE7347B7

    • 0
    • 260
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  27. void REVIVE_INJURED_PED ( Ped ped )  //0x8D8ACD8388CD99CE

    • 0
    • 436
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  28. void RESURRECT_PED ( Ped ped )  //0x71BC8E838B9C6035

    • 0
    • 447
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  29. void SET_PED_NAME_DEBUG ( Ped ped, const char* name )  //0x98EFA132A4117BE1

    • 0
    • 367
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  30. void _0xF9ACF4A08098EA25 ( Ped ped, BOOL p1 )  //0xF9ACF4A08098EA25

    • 0
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  31. Any _0x7020839C7302D8AC ( Any p0 )  //0x7020839C7302D8AC

    • 0
    • 243
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  32. void _0xE1AADD0055D76603 ( Any p0, Any p1, Any p10, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7, Any p8 )  //0xE1AADD0055D76603

    • 0
    • 244
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  33. void _0x5A1A929C8B729B4A ( Any p0 )  //0x5A1A929C8B729B4A

    • 0
    • 227
    • 1207
  34. void _0x97A38B65EBDA3D50 ( Any p0, Any p1 )  //0x97A38B65EBDA3D50

    • 0
    • 233
    • 1207
  35. Any _0x06A10B4D7F50B0C3 ( Any p0 )  //0x06A10B4D7F50B0C3

    • 0
    • 235
    • 1207
  36. Any _0x88A5564B19C15391 ( Any p0 )  //0x88A5564B19C15391

    • 0
    • 236
    • 1207
  37. Any _0x354CA4DDDEEC397A ( Any p0 )  //0x354CA4DDDEEC397A

    • 0
    • 234
    • 1207
  38. void _0xFEA6126C34DF2532 ( Ped ped, BOOL p1 )  //0xFEA6126C34DF2532

    • 0
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  39. void _0xA967D6A8ED2D713B ( Any p0, Any p1 )  //0xA967D6A8ED2D713B

    • 0
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  40. void APPLY_PED_BLOOD_SPECIFIC ( Ped ped, Any p1, float p2, float p3, float p4, float p5, Any p6, float p7, Any* p8 )  //0xEF0D582CBF2D9B0F

    • 0
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  41. void _0x58D32261AE0F0843 ( Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7, Any p8 )  //0x58D32261AE0F0843

    • 0
    • 254
    • 1207
  42. void _0x735662994E60A710 ( Any p0, Any p1 )  //0x735662994E60A710

    • 0
    • 218
    • 1207
  43. void _0x91BAB9E064F036CD ( Any p0, Any p1 )  //0x91BAB9E064F036CD

    • 0
    • 226
    • 1207
  44. void _0x897934E868EDDD6C ( Any p0, Any p1, Any p2, Any p3, Any p4 )  //0x897934E868EDDD6C

    • 0
    • 226
    • 1207
  45. int _0xFFD54D9FE71B966A ( Ped ped, int p1, int boneId, float moveWoundLeftRight, float bloodFountainPressure, float yaw, float bloodFountainDirection, float bloodFountainPulse, float p8, float p9 )  //0xFFD54D9FE71B966A

    • 0
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  46. void _REMOVE_PED_WOUND_EFFECT ( Ped ped, float p1 )  //0x66B1CB778D911F49

    • 0
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  47. void APPLY_PED_DAMAGE_PACK ( Ped ped, const char* damagePack, float damage, float mult )  //0x46DF918788CB093F

    • 0
    • 472
    • 1207
  48. void CLEAR_PED_BLOOD_DAMAGE ( Ped ped )  //0x8FE22675A5A45817

    • 0
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  49. void CLEAR_PED_BLOOD_DAMAGE_BY_ZONE ( Ped ped, int p1 )  //0x56E3B78C5408D9F4

    • 0
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  50. void CLEAR_PED_DAMAGE_DECAL_BY_ZONE ( Ped ped, int p1, const char* p2 )  //0x523C79AEEFCC4A2A

    • 0
    • 259
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