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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 _0x216343750545A486 ( Any p0, Any p1, Any p2 )  //0x216343750545A486

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

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

  4. Any _0xE55478C5EDF70AC2 ( Any p0 )  //0xE55478C5EDF70AC2

  5. 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

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

  7. 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

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

  9. 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

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

  11. 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

  12. BOOL IS_SCENARIO_TYPE_ENABLED ( const char* scenarioType )  //0x3A815DB3EA088722

  13. 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

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

  15. 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

  16. void _SET_SCENARIO_TYPE_ENABLED_HASH ( Hash scenarioType, BOOL toggle )  //0xD00E50E673802D71

  17. void STOP_ANIM_TASK ( Ped ped, const char* animDictionary, const char* animationName, float p3 )  //0x97FF36A1D40EA00A

  18. void RESET_SCENARIO_TYPES_ENABLED ()  //0x0D40EE2A7F2B2D6D

  19. void TASK_SCRIPTED_ANIMATION ( Ped ped, Any* args )  //0x126EF75F1E17ABE5

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

  21. void PLAY_ENTITY_SCRIPTED_ANIM ( Entity entity, Any* args )  //0x77A1EEC547E7FCF1

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

  23. void STOP_ANIM_PLAYBACK ( Ped ped, int p1, BOOL p2 )  //0xEE08C992D238C5D1

  24. BOOL IS_PED_ACTIVE_IN_SCENARIO ( Ped ped, int scenario )  //0xAA135F9482C82CC3

  25. void SET_ANIM_FILTER ( Any p0, Any p1, Any p2, Any p3 )  //0x87B66D77D545DB66

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

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

  28. Any _0x2C497BDEF897C6DF ( Any p0 )  //0x2C497BDEF897C6DF

  29. BOOL CAN_START_ITEM_INTERACTION ( Ped ped, Hash itemHash, Hash interactionHash, int p3 )  //0x2D19BC4DF626CBE7

  30. void TASK_COMBAT_HATED_TARGETS_IN_AREA ( Ped ped, float x, float y, float z, float radius, int flags, Any p6 )  //0x4CF5F55DAC3280A0

  31. void START_TASK_ITEM_INTERACTION ( Ped ped, Hash animType, Hash propId, int p3, int flag, float p5 )  //0xAE72E7DF013AAA61

  32. void TASK_COMBAT_HATED_TARGETS_NO_LOS_TEST ( Ped ped, float radius )  //0xB5BC69D9C4060BC3

  33. void _TASK_ITEM_INTERACTION_2 ( Ped ped, Hash propNameGxt, Object prop, Hash propId, Hash itemInteractionState, int p5, Any p6, float p7 )  //0x72F52AA2D2B172CC

  34. void TASK_COMBAT_HATED_TARGETS_AROUND_PED ( Ped ped, float radius, int flags, Any p3 )  //0x7BF835BB9E2698C8

  35. void _TASK_ITEM_INTERACTION_3 ( Ped ped, Hash item, Any* guid, Any p3, Any p4, Any p5, float p6 )  //0xD61D5E1AD9876DEB

  36. void TASK_COMBAT_HATED_TARGETS_AROUND_PED_TIMED ( Ped ped, float radius, float p2, Any p3 )  //0x2BBA30B854534A0C

  37. void _0xB35370D5353995CB ( Any p0, Any p1, Any p2 )  //0xB35370D5353995CB

  38. void TASK_COMBAT_HATED_TARGETS ( Ped ped, float radius )  //0x8182B561A29BD597

  39. Hash GET_ITEM_INTERACTION_STATE ( Ped ped )  //0x6AA3DCA2C6F5EB6D

  40. void _0x30B391915538EBE2 ( Any p0 )  //0x30B391915538EBE2

  41. Hash GET_ITEM_INTERACTION_ITEM_ID ( Ped ped )  //0x804425C4BBD00883

  42. void TASK_THROW_PROJECTILE ( Ped ped, Any p1, Any p2, Any p3 )  //0x7285951DBF6B5A51

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

  44. void _TASK_THROW_PROJECTILE_2 ( Any p0, Any p1, Any p2, Any p3 )  //0x7282356DFF6B5A51

  45. BOOL IS_PED_RUNNING_TASK_ITEM_INTERACTION ( Ped ped )  //0xEC7E480FF8BD0BED

  46. void TASK_WHISTLE_ANIM ( Ped ped, Any p1, Hash p2 )  //0xD6401A1B2F63BED6

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

  48. void TASK_SWAP_WEAPON ( Ped ped, Any p1, Any p2, Any p3, Any p4 )  //0xA21C51255B205245

  49. float GET_ITEM_INTERACTION_PROMPT_PROGRESS ( Ped ped, Hash inputContext )  //0xBC864A70AD55E0C1

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

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