RDR2 NativeDB
Browse our wiki-style database of native functions in Red Dead Redemption II.
Namespaces
- BUILTIN
- AICOVERPOINT
- AITRANSPORT
- ANIMSCENE
- _NAMESPACE4
- ATTRIBUTE
- AUDIO
- BOUNTY
- BRAIN
- CAM
- CLOCK
- COLLECTION
- COMPANION
- COMPENDIUM
- CRASHLOG
- CREW
- DATABINDING
- DATAFILE
- DEBUG
- DECORATOR
- DLC
- ENTITY
- EVENT
- FIRE
- FLOCK
- GRAPHICS
- GANG
- GOOGLE_ANALYTICS
- HUD
- IK
- _NAMESPACE30
- INTERIOR
- INVENTORY
- ITEMDATABASE
- ITEMSET
- LAW
- LOCALIZATION
- MAP
- MINIGAME
- MISC
- MISSIONDATA
- MONEY
- NETSHOPPING
- NETWORK
- OBJECT
- PAD
- PATHFIND
- PED
- PERSCHAR
- PERSISTENCE
- PHYSICS
- PLAYER
- POPULATION
- POSSE
- PROPSET
- QUEUE
- RECORDING
- REPLAY
- SCRIPTS
- SAVE
- SHAPETEST
- SOCIALCLUB
- SOCIALCLUBFEED
- SPACTIONPROXY
- STATS
- STREAMING
- TASK
- TELEMETRY
- TXD
- UIAPPS
- UIDEBUG
- UIEVENTS
- UIFEED
- UILOG
- UIPINNING
- UITUTORIAL
- UISTATEMACHINE
- UISTICKYFEED
- UNLOCK
- VEHICLE
- VOICE
- VOLUME
- WATER
- WEAPON
- ZONE
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void _DELETE_PATCH_OBJECTS_FROM_HERB_COMPOSITES ( int compositeId, BOOL p1 ) //0x5758B1EE0C3FD4AC
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void _DELETE_SCENARIO_POINT ( int scenario ) //0x81948DFE4F5A0283
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BOOL _DISASSOCIATE_PROP_FROM_SCENARIO ( int scenario, const char* propName ) //0x6EF4E31B4D5D2DA0
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BOOL _DOES_SCENARIO_GROUP_EXIST_HASH ( Hash scenarioGroup ) //0x76E98B52369A289C
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BOOL _DOES_SCENARIO_POINT_HAVE_PROPS ( int scenario ) //0xEA31F199A73801D3
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int _GET_HERB_COMPOSITE_NUM_ENTITIES ( int compositeId, Any* outEntities ) //0x96C6ED22FB742C3E
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float _GET_HOGTIE_ESCAPE_TIMER ( Ped ped ) //0x4687E69D258BBE41
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Entity _GET_ITEM_INTERACTION_ENTITY_FROM_PED ( Ped ped, Hash item ) //0x05A0100EA714DB68
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Ped _GET_LED_HORSE_FROM_PED ( Ped ped ) //0xED1F514AF4732258
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BOOL _GET_PED_IS_IGNORING_DEAD_BODIES ( Ped ped ) //0x1948BBE561A2375A
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Ped _GET_PED_USING_SCENARIO_POINT ( int scenario ) //0x5BA659955369B0E2
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BOOL _GET_SCENARIO_CONTAINER_OPENING_STATE ( Entity entity ) //0xB219612B5568E9EC
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Vector3 _GET_SCENARIO_POINT_COORDS ( int scenario, BOOL p1 ) //0xA8452DD321607029
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Entity _GET_SCENARIO_POINT_ENTITY ( int scenario ) //0x7467165EE97D3C68
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float _GET_SCENARIO_POINT_HEADING ( int scenario, BOOL p1 ) //0xB93EA7184BAA85C3
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int _GET_SCENARIO_POINT_PED_IS_USING ( Ped ped, BOOL p1 ) //0xDF7993356F52359A
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float _GET_SCENARIO_POINT_RADIUS ( int scenario ) //0x6718F40313A2B5A6
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Hash _GET_SCENARIO_POINT_TYPE ( int scenario ) //0xA92450B5AE687AAF
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int _GET_SCENARIO_POINT_TYPE_PED_IS_USING ( Ped ped ) //0x2D0571BB55879DA2
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float _GET_SCRIPT_TASK_ACTION_TIME ( Ped ped, Hash task ) //0xA710DC5D25F8B942
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BOOL _GET_TASK_FISHING ( Ped ped, Any* p1 ) //0xF3735ACD11ACD500
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Hash _GET_TASK_MOVE_NETWORK_ID ( Ped ped ) //0xCACC2F9D994504B7
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float _GET_TASK_MOVE_NETWORK_PHASE_FLOAT ( Ped ped, const char* phaseName ) //0x844CEEE428EA35B0
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BOOL _IS_HAT_BEING_PICKED_UP ( Object hatObject ) //0x11CD066F54DA0133
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BOOL _IS_HAT_BEING_PICKED_UP_2 ( Object hatObject ) //0x4ECCC2815CA79AE2
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BOOL _IS_PED_ARRESTING_ANY_PED ( Ped ped ) //0xA9CC7856D52DBD25
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BOOL _IS_PED_DUELLING ( Ped ped ) //0xC8B29D18022EA2B7
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BOOL _IS_PED_LEADING_HORSE ( Ped ped ) //0xEFC4303DDC6E60D3
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BOOL _IS_SCENARIO_GROUP_ENABLED_HASH ( Hash scenarioGroup ) //0xDCC374913DE6AAA6
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BOOL _IS_SCENARIO_POINT_ACTIVE ( int scenario ) //0x0CC36D4156006509
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BOOL _IS_SCENARIO_POINT_FLAG_SET ( int scenario, int flag ) //0x8569C38D2FB80650
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void _MAKE_OBJECT_CARRIABLE ( Object object ) //0x78B4567E18B54480
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void _PED_FISHINGROD_HOOK_ENTITY ( Ped ped, Entity entity ) //0x1A52076D26E09004
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BOOL _PED_IS_IN_SCENARIO_BASE ( Ped ped ) //0x02EBBB3989B7E695
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BOOL _REQUEST_HERB_COMPOSITE_ASSET ( Hash asset ) //0x73F0D0327BFA0812
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void _RESET_SCENARIO_FOR_ENTITY ( int scenario, Entity entity ) //0x2E20878FD208A68E
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void _RESET_SCENARIO_SCRIPT ( int scenario ) //0x5A40040BB5AE3EA2
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_SET_ENABLE_HANDCUFFS_2 ( Ped ped ) //0x7981037A96E7D174
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void _SET_FISHING_BAIT ( Ped ped, const char* bait, BOOL withoutBuoy, BOOL instantly ) //0x9B0C7FA063E67629
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void _SET_HOGTIE_ESCAPE_TIMER ( Ped ped, float time ) //0xAB591AE6B48B913E
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void _SET_PED_CLEAR_AIMING_IN_THE_AIR ( Ped ped, Any p1 ) //0x34C0010188D7C54A
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void _SET_PED_IGNORE_DEAD_BODIES ( Ped ped, BOOL toggle ) //0x013A7BA5015C1372
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void _SET_PED_PATH_LADDER_COST_MODIFIER ( Ped ped, float modifier ) //0x70F7A1EAB1AE3AA8
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void _SET_PED_PATH_MAY_ENTER_DEEP_WATER ( Ped ped, BOOL mayEnterDeepWater ) //0x9DE63896B176EA94
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void _SET_SCENARIO_CONTAINER_OPENING_STATE ( Entity entity, BOOL open ) //0x188F8071F244B9B8
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void _SET_SCENARIO_GROUP_ENABLED_HASH ( Hash scenarioGroup, BOOL toggle ) //0x9925EDDB6EAB88CD
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void _SET_SCENARIO_POINT_ACTIVE ( int scenario, BOOL active ) //0xEEE4829304F93EEE
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void _SET_SCENARIO_POINT_COORDS ( int scenario, float xPos, float yPos, float zPos, BOOL p4 ) //0x2056AB38DF06825C
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void _SET_SCENARIO_POINT_FLAG ( int scenario, int flag, BOOL value ) //0x5AF19B6CC2115D34
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void _SET_SCENARIO_POINT_HEADING ( int scenario, float heading, BOOL p2 ) //0xD3A0DA8F91612C6E
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