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RDR2 NativeDB

Browse our wiki-style database of native functions in Red Dead Redemption II.

Search 7149 native functions



  1. Any _0x640A602946A8C972 ( Any p0 )  //0x640A602946A8C972

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

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

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

  5. void _0x4161648394262FDF ( Any p0, Any p1, Any p2, Any p3 )  //0x4161648394262FDF

  6. void _0x9C8F42A5D1859DC1 ( Any p0 )  //0x9C8F42A5D1859DC1

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

  8. void TASK_USE_SCENARIO_POINT ( Ped ped, int scenario, const char* conditionalAnim, int p3, BOOL p4, BOOL p5, Hash p6, BOOL p7, float p8, BOOL p9 )  //0xCCDAE6324B6A821C

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

  10. void _TASK_START_SCENARIO_IN_PLACE ( Ped ped, Hash scenarioHash, int duration, BOOL p3, BOOL p4, BOOL p5, float p6, BOOL p7 )  //0x524B54361229154F

  11. void _TASK_START_SCENARIO_IN_PLACE_2 ( Ped ped, Any p1, const char* p2, int p3, BOOL p4, float p5, BOOL p6 )  //0xA917E39F2CEFD215

  12. void TASK_START_SCENARIO_AT_POSITION ( Ped ped, Hash scenarioHash, float p10, BOOL p11, float x, float y, float z, float heading, int duration, BOOL sittingScenario )  //0x4D1F61FC34AF3CD1

  13. Any _0xF97F462779B31786 ( Any p0 )  //0xF97F462779B31786

  14. Any _0x6C269F673C47031E ( Any p0 )  //0x6C269F673C47031E

  15. void _0x9667CCE29BFA0780 ( Any p0 )  //0x9667CCE29BFA0780

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

  17. void _TASK_USE_NEAREST_SCENARIO_TO_COORD ( Ped ped, float x, float y, float z, float distance, int duration, BOOL p6, BOOL p7, BOOL p8, BOOL p9 )  //0x322BFDEA666E2B0E

  18. void TASK_USE_NEAREST_SCENARIO_TO_COORD_WARP ( Ped ped, float x, float y, float z, float distance, int duration, BOOL p6, BOOL p7, BOOL p8, BOOL p9 )  //0x58E2E0F23F6B76C3

  19. void TASK_USE_NEAREST_TRAIN_SCENARIO_TO_COORD_WARP ( Ped ped, float x, float y, float z, float distance )  //0x3774B03456DD6106

  20. void TASK_USE_NEAREST_SCENARIO_CHAIN_TO_COORD ( Ped ped, float x, float y, float z, float distance, BOOL p5, BOOL p6, BOOL p7, BOOL p8 )  //0x9FDA1B3D7E7028B3

  21. void TASK_USE_NEAREST_SCENARIO_CHAIN_TO_COORD_WARP ( Ped ped, float x, float y, float z, float distance, BOOL p5, BOOL p6, BOOL p7, BOOL p8 )  //0x97A28E63F0BA5631

  22. Any _0xFDECCA06E8B81346 ( Any p0 )  //0xFDECCA06E8B81346

  23. Any _0x2D657B10F211C572 ( Ped ped, float p1 )  //0x2D657B10F211C572

  24. void TASK_RIDE_TRAIN ( Ped ped, Vehicle train, int scenarioPoint, Hash scenarioHash )  //0x37FB1C870E2EC2C6

  25. Any _0x79197F7D2BB5E73A ( Any p0, Any p1, Any p2, Any p3, Any p4, Any p5 )  //0x79197F7D2BB5E73A

  26. BOOL DOES_SCENARIO_EXIST_IN_AREA ( float x, float y, float z, float radius, BOOL p4, Any p5, BOOL p6 )  //0x5A59271FFADD33C1

  27. BOOL DOES_SCENARIO_OF_TYPE_EXIST_IN_AREA_HASH ( float x, float y, float z, Hash typeHash, float radius, BOOL p5 )  //0x6EEAD6AF637DA752

  28. int FIND_SCENARIO_OF_TYPE_HASH ( float xPos, float yPos, float zPos, Hash scenarioType, float distance, Any p5, BOOL p6 )  //0xF533D68FF970D190

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

  30. Any _0xD508FA229F1C4900 ( Any p0, Any p1, Any p2, Any p3, Any p4, Any p5 )  //0xD508FA229F1C4900

  31. void _0xB8E213D02F37947D ( Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6 )  //0xB8E213D02F37947D

  32. BOOL IS_SCENARIO_OCCUPIED ( float p0, float p1, float p2, float p3, BOOL p4 )  //0x788756D73AC2E07C

  33. BOOL PED_HAS_USE_SCENARIO_TASK ( Ped ped )  //0x295E3CCEC879CCD7

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

  35. Any _0x90703A8F75EE4ABD ( Any p0, Any p1 )  //0x90703A8F75EE4ABD

  36. void _0xD999E379265A4501 ( Any p0, Any p1, Any p2 )  //0xD999E379265A4501

  37. void PLAY_ANIM_ON_RUNNING_SCENARIO ( Ped ped, const char* animDict, const char* animName )  //0x748040460F8DF5DC

  38. Any _0x74F0209674864CBD ()  //0x74F0209674864CBD

  39. Any _0xE1C105E6BBA48270 ()  //0xE1C105E6BBA48270

  40. Any _0x1AC5A8AB50CFAA33 ( Any p0 )  //0x1AC5A8AB50CFAA33

  41. void _0xBEEFBB608D2AA68A ( Any p0 )  //0xBEEFBB608D2AA68A

  42. void _0x19BC99C678FBA139 ( Any p0, Any p1, Any p2 )  //0x19BC99C678FBA139

  43. void _0x5D9B0BAAF04CF65B ( Any p0, Any p1, Any p2, Any p3 )  //0x5D9B0BAAF04CF65B

  44. void _0x9B6A58FDB0024F12 ( int p0, int p1 )  //0x9B6A58FDB0024F12

  45. void _0xBC3F847AE2C3DC65 ( int* p0, float p1 )  //0xBC3F847AE2C3DC65

  46. void _0x450080DDEDB91258 ( Any p0, Any p1 )  //0x450080DDEDB91258

  47. void _0x954451EA2D2120FB ( Any p0, Any p1 )  //0x954451EA2D2120FB

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

  49. void _0xB8E3486D107F4194 ( Any p0, Any p1 )  //0xB8E3486D107F4194

  50. void _0x827A58CED9D4D5B4 ( Any p0, Any p1 )  //0x827A58CED9D4D5B4

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