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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 _0x0FE797DD9F70DFA6 ( Any p0, Any p1, Any p2, Any p3 )  //0x0FE797DD9F70DFA6

  2. void TASK_VEHICLE_ESCORT ( Ped ped, Vehicle vehicle, Vehicle targetVehicle, int mode, float speed, int drivingStyle, float minDistance, int p7, float noRoadsDistance )  //0x0FA6E4B75F302400

  3. void TASK_CLEAR_LOOK_AT ( Ped ped )  //0x0F804F1DB19B9689

  4. void _TASK_USE_SCENARIO_POINT_2 ( Ped ped, Ped ped2, Any p2, const char* p3, int p4, Hash p5, float p6, BOOL p7 )  //0x0F6641449DD86FBE

  5. void _0x0F4F6C4CE471259D ( Any p0, Any p1 )  //0x0F4F6C4CE471259D

  6. void WAYPOINT_PLAYBACK_PAUSE ( Ped ped, Any p1, Any p2, Any p3 )  //0x0F342546AA06FED5

  7. void _0x0E184495B27BB57D ()  //0x0E184495B27BB57D

  8. void TASK_FOLLOW_POINT_ROUTE ( Ped ped, Any p1, Any p2, Any p3, Any p4, Any p5 )  //0x0E14C5550DC3CD1D

  9. void RESET_SCENARIO_TYPES_ENABLED ()  //0x0D40EE2A7F2B2D6D

  10. void _0x0D322AEF8878B8FE ( Any p0, Any p1 )  //0x0D322AEF8878B8FE

  11. void TASK_FOLLOW_WAYPOINT_RECORDING_ADVANCED ( Ped ped, Any p1 )  //0x0CFC13EBC19BCA52

  12. BOOL GET_IS_CARRIABLE_ENTITY ( Entity entity )  //0x0CCFE72B43C9CF96

  13. BOOL _IS_SCENARIO_POINT_ACTIVE ( int scenario )  //0x0CC36D4156006509

  14. BOOL IS_PED_EXITING_SCENARIO ( Ped ped, BOOL p1 )  //0x0C3CB2E600C8977D

  15. void TASK_JUMP ( Ped ped, BOOL unused )  //0x0AE4086104E067B1

  16. Any _0x0A98A362C5A19A43 ( Any p0 )  //0x0A98A362C5A19A43

  17. void TASK_DISEMBARK_NEAREST_TRAIN_CARRIAGE ( Ped ped, float p1, int flags )  //0x0A11F3BDEC03ED5F

  18. void _0x099D4A855D53B03B ( Any p0, Any p1, Any p2 )  //0x099D4A855D53B03B

  19. void _0x098CAA6DBE7D8D82 ( Any p0, Any p1 )  //0x098CAA6DBE7D8D82

  20. void _0x098036CAB8373D36 ( Any p0 )  //0x098036CAB8373D36

  21. void TASK_SHOOT_AT_ENTITY ( Entity entity, Entity targetEntity, int duration, Hash firingPattern, BOOL affectCockedState )  //0x08DA95E8298AE772

  22. void TASK_SHOOT_WITH_WEAPON ( Ped ped, Any* args )  //0x08AA95E8298AE772

  23. void TASK_VEHICLE_DRIVE_STRAIGHT_TO_POINT ( Ped driver, Vehicle vehicle, float x, float y, float z, float p5, float p6, int flag )  //0x089FF2FB965F0A29

  24. void TASK_FOLLOW_WAYPOINT_RECORDING ( Ped ped, const char* waypointRecording, int p2, int flag, int p4, BOOL p5, Any p6, int p7 )  //0x0759591819534F7B

  25. void _0x06ECF3925BC2ABAE ( Any p0, Any p1 )  //0x06ECF3925BC2ABAE

  26. Entity _GET_ITEM_INTERACTION_ENTITY_FROM_PED ( Ped ped, Hash item )  //0x05A0100EA714DB68

  27. void WAYPOINT_PLAYBACK_START_SHOOTING_AT_COORD ( Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6 )  //0x057A25CFCC9DB671

  28. int TASK_WALK_AWAY ( Ped ped, Ped run from )  //0x04ACFAC71E6858F9

  29. void _TASK_VEHICLE_FOLLOW_WAYPOINT_RECORDING_2 ( Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7, Any p8, Any p9 )  //0x041D17A9E221AE30

  30. Any _0x03D741CB4052E26C ( Any p0 )  //0x03D741CB4052E26C

  31. BOOL IS_PED_RUNNING_INSPECTION_TASK ( Ped ped )  //0x038B1F1674F0E242

  32. Any _0x0365000D8BF86531 ( Any p0 )  //0x0365000D8BF86531

  33. void SET_ANIM_RATE ( Any p0, float p1, Any p2, BOOL p3 )  //0x032D49C5E359C847

  34. BOOL _PED_IS_IN_SCENARIO_BASE ( Ped ped )  //0x02EBBB3989B7E695

  35. void SET_SCENARIO_GROUP_ENABLED ( const char* scenarioGroup, BOOL toggle )  //0x02C8E5B49848664E

  36. Any _0x01AF8A3729231A43 ( Any p0 )  //0x01AF8A3729231A43

  37. void _SET_PED_IGNORE_DEAD_BODIES ( Ped ped, BOOL toggle )  //0x013A7BA5015C1372

  38. Any _0x00FFE0F85253C572 ( Any p0 )  //0x00FFE0F85253C572

  39. int GET_SEQUENCE_PROGRESS ( Ped ped )  //0x00A9010CFE1E3533

  40. float WAYPOINT_RECORDING_GET_SPEED_AT_POINT ( const char* waypointRecording, int point )  //0x005622AEBC33ACA9

  41. void _0x0000A8ACDC2E1B6A ( Any p0, Any p1 )  //0x0000A8ACDC2E1B6A

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