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RDR2 NativeDB

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

Search 7149 native functions

  • Only this category?

  • Return type
  • First seen in version
  • With description?
  • With comments?

  1. void _0x4A7D73989F52EB37 ( Any p0, Any p1 )  //0x4A7D73989F52EB37

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  2. void _0xB79817DB31FF72B9 ( Any p0, Any p1 )  //0xB79817DB31FF72B9

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  3. void _0x65D281985F2BDFC2 ( Any p0, Any p1 )  //0x65D281985F2BDFC2

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  4. void _0x885D19AC2B6FBFF4 ( Any p0, Any p1 )  //0x885D19AC2B6FBFF4

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  5. void _0x2064B33F6E6B92D4 ( Any p0, Any p1, Any p2, Any p3 )  //0x2064B33F6E6B92D4

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  6. void _0xCE4E669400E5F8AA ( Any p0, Any p1, Any p2, Any p3 )  //0xCE4E669400E5F8AA

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  7. void _0x2EB977293923C723 ( Any p0, Any p1 )  //0x2EB977293923C723

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

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

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

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

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  12. Any _0xFE5D28B9B7837CC1 ( Any p0, Any p1, Any p2, Any p3 )  //0xFE5D28B9B7837CC1

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

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  14. Any _0x0365000D8BF86531 ( Any p0 )  //0x0365000D8BF86531

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  15. Vector3 _0x865732725536EE39 ( Any p0 )  //0x865732725536EE39

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  16. void _0x0E184495B27BB57D ()  //0x0E184495B27BB57D

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  17. BOOL DOES_SCENARIO_GROUP_EXIST ( const char* scenarioGroup )  //0xF9034C136C9E00D3

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

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  19. BOOL IS_SCENARIO_GROUP_ENABLED ( const char* scenarioGroup )  //0x367A09DED4E05B99

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

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

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

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  23. void RESET_SCENARIO_GROUPS_ENABLED ()  //0xDD902D0349AFAD3A

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

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

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

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

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

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

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

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

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

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  33. void RESET_SCENARIO_TYPES_ENABLED ()  //0x0D40EE2A7F2B2D6D

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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  50. void TASK_RELOAD_WEAPON ( Ped ped, BOOL unused )  //0x62D2916F56B9CD2D

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