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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 _0xCE71C2F9BAA3F975 ( Ped ped, Entity entity )  //0xCE71C2F9BAA3F975

  2. void _0x8798CF6815B8FE0F ( Any p0, Any p1 )  //0x8798CF6815B8FE0F

  3. void _0xE9225354FB7437A7 ( Any p0, Any p1 )  //0xE9225354FB7437A7

  4. void _0x5B68D0007D9C92EB ( Any p0, Any p1 )  //0x5B68D0007D9C92EB

  5. void _0x764DB5A48390FBAD ( Any p0, Any p1 )  //0x764DB5A48390FBAD

  6. void _0x31BB338F64D5C861 ( Ped ped, BOOL p1 )  //0x31BB338F64D5C861

  7. void _0x82ED59F095056550 ( Any p0, Any p1 )  //0x82ED59F095056550

  8. void _0x8F8C84363810691A ( Any p0, Any p1 )  //0x8F8C84363810691A

  9. void _0x517D01BF27B682D1 ( Ped ped, Entity entity, float p2, float p3, float p4, float p5, int p6 )  //0x517D01BF27B682D1

  10. void _0xE01C8DC8EDD28D31 ( Any p0, Any p1 )  //0xE01C8DC8EDD28D31

  11. void _0xFF8AFCA532B500D4 ( Any p0, Any p1 )  //0xFF8AFCA532B500D4

  12. void _0x88FD60D846D9CD63 ( Ped ped )  //0x88FD60D846D9CD63

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

  14. void _0x9050DF2C53801208 ( Ped ped, float p1 )  //0x9050DF2C53801208

  15. void _0x2B8AF29A78024BD3 ( Any p0 )  //0x2B8AF29A78024BD3

  16. void _0x22CDBF317C40A122 ( Ped ped )  //0x22CDBF317C40A122

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

  18. void SET_PED_PATH_MAY_ENTER_WATER ( Ped ped, BOOL mayEnterWater )  //0xF35425A4204367EC

  19. void _TASK_PLAY_EMOTE ( Ped ped, int emoteType, int playbackMode, Hash emote, BOOL isSecondaryTask, BOOL canBreakOut, BOOL disableEarlyOutAnimTag, BOOL ignoreInvalidMainTask, BOOL destroyProps )  //0x884E3436CC1F41DD

  20. void _SET_PED_PATH_MAY_ENTER_DEEP_WATER ( Ped ped, BOOL mayEnterDeepWater )  //0x9DE63896B176EA94

  21. void _0x0E184495B27BB57D ()  //0x0E184495B27BB57D

  22. void _0x6A1AF481407BF6E9 ( Any p0 )  //0x6A1AF481407BF6E9

  23. void _0xC6170856E54557B2 ( Any p0, Any p1, Any p2 )  //0xC6170856E54557B2

  24. void _TASK_EMOTE_OUTRO ( Ped ped )  //0xBDFEEB7600BCD938

  25. void _0xF948F4356F010F11 ( Any p0, Any p1, Any p2 )  //0xF948F4356F010F11

  26. void _0xEC516FE805D2CB2D ( Any p0 )  //0xEC516FE805D2CB2D

  27. void SET_PED_PATH_PREFER_TO_AVOID_WATER ( Ped ped, BOOL avoidWater, float p2 )  //0x38FE1EC73743793C

  28. void _0x59AEA4DC640814B9 ( Any p0, Any p1 )  //0x59AEA4DC640814B9

  29. void _0x8BB283A7888AD1AD ( Any p0, Any p1, Any p2 )  //0x8BB283A7888AD1AD

  30. void _0x12990818C1D35886 ( Any p0, Any p1, Any p2 )  //0x12990818C1D35886

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

  32. void _0x7C015D8BCEC72CF4 ( Any p0, Any p1 )  //0x7C015D8BCEC72CF4

  33. void _SET_SCENARIO_GROUP_ENABLED_HASH ( Hash scenarioGroup, BOOL toggle )  //0x9925EDDB6EAB88CD

  34. void SET_PED_PATH_AVOID_FIRE ( Ped ped, BOOL avoidFire )  //0x4455517B28441E60

  35. void RESET_SCENARIO_GROUPS_ENABLED ()  //0xDD902D0349AFAD3A

  36. void _0x42CFD8FD8CC8DC69 ( Any p0, Any p1 )  //0x42CFD8FD8CC8DC69

  37. void _0x358A1A751B335A11 ( Any p0 )  //0x358A1A751B335A11

  38. void _0x216343750545A486 ( Any p0, Any p1, Any p2 )  //0x216343750545A486

  39. void FORCE_SCENARIO_GROUP_PRIORITY ( Any p0, Any p1 )  //0x444C910A5058E568

  40. void _0xB2D15D3551FE4FAE ( Any p0 )  //0xB2D15D3551FE4FAE

  41. void _0xFA30E2254461ADEB ( Any p0, Any p1 )  //0xFA30E2254461ADEB

  42. void TASK_GO_TO_COORD_ANY_MEANS ( Ped ped, float x, float y, float z, float speed, Entity entity, BOOL p6, int walkingStyle, float p8 )  //0x5BC448CB78FA3E88

  43. void TASK_GO_TO_COORD_ANY_MEANS_EXTRA_PARAMS ( Ped ped, float x, Any p10, Any p11, Any p12, float y, float z, float speed, Any p5, BOOL p6 )  //0x1DD45F9ECFDB1BC9

  44. void _SET_SCENARIO_POINT_ACTIVE ( int scenario, BOOL active )  //0xEEE4829304F93EEE

  45. void TASK_GO_TO_COORD_ANY_MEANS_EXTRA_PARAMS_WITH_CRUISE_SPEED ( Ped ped, Any p1, Any p10, Any p11, Any p12, Any p13, Any p14, Any p2, Any p3, Any p4 )  //0xB8ECD61F531A7B02

  46. void _RESET_SCENARIO_SCRIPT ( int scenario )  //0x5A40040BB5AE3EA2

  47. void TASK_PLAY_ANIM ( Ped ped, const char* animDict, BOOL p10, const char* taskFilter, BOOL p12, const char* animName, float speed, float speedMultiplier, int duration, int flags )  //0xEA47FE3719165B94

  48. void TASK_PLAY_ANIM_ADVANCED ( Ped ped, const char* animDict, float speedMultiplier, int duration, int flags, float p13, int p14, int p15, int p16, const char* animName )  //0x83CDB10EA29B370B

  49. void SET_SCENARIO_TYPE_ENABLED ( const char* scenarioType, BOOL toggle )  //0xEB47EC4E34FB7EE1

  50. void TASK_PLAY_UPPER_ANIM_FACING_ENTITY ( Ped ped, const char* animDict, BOOL p10, float p11, const char* p12, int p13, float p14, const char* animName, Entity entity, int p4 )  //0xAD67214236AB1CFE

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