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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 _DELETE_PATCH_OBJECTS_FROM_HERB_COMPOSITES ( int compositeId, BOOL p1 )  //0x5758B1EE0C3FD4AC

  2. void _DELETE_SCENARIO_POINT ( int scenario )  //0x81948DFE4F5A0283

  3. BOOL _DISASSOCIATE_PROP_FROM_SCENARIO ( int scenario, const char* propName )  //0x6EF4E31B4D5D2DA0

  4. BOOL _DOES_SCENARIO_GROUP_EXIST_HASH ( Hash scenarioGroup )  //0x76E98B52369A289C

  5. BOOL _DOES_SCENARIO_POINT_HAVE_PROPS ( int scenario )  //0xEA31F199A73801D3

  6. int _GET_HERB_COMPOSITE_NUM_ENTITIES ( int compositeId, Any* outEntities )  //0x96C6ED22FB742C3E

  7. float _GET_HOGTIE_ESCAPE_TIMER ( Ped ped )  //0x4687E69D258BBE41

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

  9. Ped _GET_LED_HORSE_FROM_PED ( Ped ped )  //0xED1F514AF4732258

  10. BOOL _GET_PED_IS_IGNORING_DEAD_BODIES ( Ped ped )  //0x1948BBE561A2375A

  11. Ped _GET_PED_USING_SCENARIO_POINT ( int scenario )  //0x5BA659955369B0E2

  12. BOOL _GET_SCENARIO_CONTAINER_OPENING_STATE ( Entity entity )  //0xB219612B5568E9EC

  13. Vector3 _GET_SCENARIO_POINT_COORDS ( int scenario, BOOL p1 )  //0xA8452DD321607029

  14. Entity _GET_SCENARIO_POINT_ENTITY ( int scenario )  //0x7467165EE97D3C68

  15. float _GET_SCENARIO_POINT_HEADING ( int scenario, BOOL p1 )  //0xB93EA7184BAA85C3

  16. int _GET_SCENARIO_POINT_PED_IS_USING ( Ped ped, BOOL p1 )  //0xDF7993356F52359A

  17. float _GET_SCENARIO_POINT_RADIUS ( int scenario )  //0x6718F40313A2B5A6

  18. Hash _GET_SCENARIO_POINT_TYPE ( int scenario )  //0xA92450B5AE687AAF

  19. int _GET_SCENARIO_POINT_TYPE_PED_IS_USING ( Ped ped )  //0x2D0571BB55879DA2

  20. float _GET_SCRIPT_TASK_ACTION_TIME ( Ped ped, Hash task )  //0xA710DC5D25F8B942

  21. BOOL _GET_TASK_FISHING ( Ped ped, Any* p1 )  //0xF3735ACD11ACD500

  22. Hash _GET_TASK_MOVE_NETWORK_ID ( Ped ped )  //0xCACC2F9D994504B7

  23. float _GET_TASK_MOVE_NETWORK_PHASE_FLOAT ( Ped ped, const char* phaseName )  //0x844CEEE428EA35B0

  24. BOOL _IS_HAT_BEING_PICKED_UP ( Object hatObject )  //0x11CD066F54DA0133

  25. BOOL _IS_HAT_BEING_PICKED_UP_2 ( Object hatObject )  //0x4ECCC2815CA79AE2

  26. BOOL _IS_PED_ARRESTING_ANY_PED ( Ped ped )  //0xA9CC7856D52DBD25

  27. BOOL _IS_PED_DUELLING ( Ped ped )  //0xC8B29D18022EA2B7

  28. BOOL _IS_PED_LEADING_HORSE ( Ped ped )  //0xEFC4303DDC6E60D3

  29. BOOL _IS_SCENARIO_GROUP_ENABLED_HASH ( Hash scenarioGroup )  //0xDCC374913DE6AAA6

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

  31. BOOL _IS_SCENARIO_POINT_FLAG_SET ( int scenario, int flag )  //0x8569C38D2FB80650

  32. void _MAKE_OBJECT_CARRIABLE ( Object object )  //0x78B4567E18B54480

  33. void _PED_FISHINGROD_HOOK_ENTITY ( Ped ped, Entity entity )  //0x1A52076D26E09004

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

  35. BOOL _REQUEST_HERB_COMPOSITE_ASSET ( Hash asset )  //0x73F0D0327BFA0812

  36. void _RESET_SCENARIO_FOR_ENTITY ( int scenario, Entity entity )  //0x2E20878FD208A68E

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

  38. _SET_ENABLE_HANDCUFFS_2 ( Ped ped )  //0x7981037A96E7D174

  39. void _SET_FISHING_BAIT ( Ped ped, const char* bait, BOOL withoutBuoy, BOOL instantly )  //0x9B0C7FA063E67629

  40. void _SET_HOGTIE_ESCAPE_TIMER ( Ped ped, float time )  //0xAB591AE6B48B913E

  41. void _SET_PED_CLEAR_AIMING_IN_THE_AIR ( Ped ped, Any p1 )  //0x34C0010188D7C54A

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

  43. void _SET_PED_PATH_LADDER_COST_MODIFIER ( Ped ped, float modifier )  //0x70F7A1EAB1AE3AA8

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

  45. void _SET_SCENARIO_CONTAINER_OPENING_STATE ( Entity entity, BOOL open )  //0x188F8071F244B9B8

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

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

  48. void _SET_SCENARIO_POINT_COORDS ( int scenario, float xPos, float yPos, float zPos, BOOL p4 )  //0x2056AB38DF06825C

  49. void _SET_SCENARIO_POINT_FLAG ( int scenario, int flag, BOOL value )  //0x5AF19B6CC2115D34

  50. void _SET_SCENARIO_POINT_HEADING ( int scenario, float heading, BOOL p2 )  //0xD3A0DA8F91612C6E

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