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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 _0x722D6A49200174FE ( Any p0, Any p1, Any p2, Any p3, Any p4 )  //0x722D6A49200174FE

  2. const char* GET_TASK_MOVE_NETWORK_STATE ( Ped ped )  //0x717E4D1F2048376D

  3. void TASK_WEAPON ( Ped ped )  //0x7157B82D60E4BC46

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

  5. BOOL WAYPOINT_PLAYBACK_GET_IS_PAUSED ( Ped ped )  //0x701375A7D43F01CB

  6. void TASK_LOOK_AT_COORD ( Ped ped, float x, float y, float z, Any p4, Any p5, Any p6, Any p7 )  //0x6FA46612594F7973

  7. void TASK_EVERYONE_LEAVE_VEHICLE_IN_ORDER ( Vehicle vehicle, BOOL p1 )  //0x6F1C49F275BD25B3

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

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

  10. Any _0x6DAC799857EF3F11 ( Any p0, Any p1 )  //0x6DAC799857EF3F11

  11. void TASK_PLACE_CARRIED_ENTITY_ON_MOUNT ( Ped ped, Entity entity, Ped mount, float p3 )  //0x6D3D87C57B3D52C7

  12. Any _0x6C50B9DCCCA70023 ( Any p0 )  //0x6C50B9DCCCA70023

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

  14. Any _0x6BA606AB3A83BC4D ( Any p0 )  //0x6BA606AB3A83BC4D

  15. void _0x6AFDA2264925BD11 ( Any p0 )  //0x6AFDA2264925BD11

  16. int TASK_HOGTIEABLE ( Ped ped )  //0x6AFD8FE0D723328F

  17. Any _0x6AFD84AEAA3EA538 ( Any p0 )  //0x6AFD84AEAA3EA538

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

  19. void _0x6A1AF481407BF6E9 ( Any p0 )  //0x6A1AF481407BF6E9

  20. void TASK_GO_TO_ENTITY ( Ped ped, Entity target, int duration, float distance, float speed, float p5, int p6 )  //0x6A071245EB0D1882

  21. void TASK_LOOK_AT_ENTITY ( Ped ped, Entity lookAtTarget, int duration, int p3, int p4, int p5 )  //0x69F4BE8C8CC4796C

  22. void _TASK_FLEE_FROM_COORD ( Any p0, Any p1, Any p10, Any p11, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7 )  //0x6879FF208ED87F2A

  23. void MAKE_OBJECT_NOT_CARRIABLE ( Object object )  //0x67BFCED22909834D

  24. Any _0x678D3226CF70B9C8 ( Any p0, Any p1 )  //0x678D3226CF70B9C8

  25. void UNCUFF_PED ( Ped ped )  //0x67406F2C8F87FC4F

  26. void _0x673A8779D229BA5A ( Any p0, Any p1, Any p2, Any p3, Any p4, Any p5 )  //0x673A8779D229BA5A

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

  28. void TASK_AIM_GUN_AT_COORD ( Ped ped, float x, float y, float z, int time, BOOL p5, BOOL p6 )  //0x6671F3EEC681BDA1

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

  30. void WAYPOINT_PLAYBACK_USE_DEFAULT_SPEED ( Ped ped )  //0x6599D834B12D0800

  31. void TASK_VEHICLE_MISSION ( Ped driver, Vehicle vehicle, Vehicle vehicleTarget, int missionType, float p4, Any p5, float p6, float p7, BOOL DriveAgainstTraffic )  //0x659427E0EF36BCDE

  32. void _TASK_VEHICLE_DRIVE_TO_POINT_2 ( Vehicle vehicle, float x, float y, float z, float p4, float p5, Any p6 )  //0x6524A8981E8BE7C9

  33. void _0x651F0530083C0E5A ( Any p0, Any p1 )  //0x651F0530083C0E5A

  34. BOOL _TASK_INTIMIDATED ( Any p0, Any p1, Any p2, Any p3, Any p4 )  //0x648B75D44930D6BD

  35. Any _0x643FD1556F621772 ( Any p0, Any p1, Any p2 )  //0x643FD1556F621772

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

  37. void TASK_GO_TO_COORD_WHILE_AIMING_AT_COORD_USING_COMBAT_STYLE ( Ped ped, Any p1, Any p10, Any p11, Any p12, Any p13, Any p14, Any p15, Any p2, Any p3 )  //0x639C0425A0B4E77E

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

  39. void TASK_GO_STRAIGHT_TO_COORD_RELATIVE_TO_ENTITY ( Ped ped, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7 )  //0x61E360B7E040D12E

  40. void _0x615DC4A82E90BB48 ( Any p0, Any p1, Any p2 )  //0x615DC4A82E90BB48

  41. BOOL ASSISTED_MOVEMENT_IS_ROUTE_LOADED ( const char* route )  //0x60F9A4393A21F741

  42. void TASK_EVASIVE_ANIM ( Ped ped, Any p1, Any p2 )  //0x5F22926E1BCE9B08

  43. Any _0x5EA655F01D93667A ( Any p0 )  //0x5EA655F01D93667A

  44. BOOL ARE_COMPOSITE_LOOTABLE_ENTITY_DEF_ASSETS_LOADED ( Hash asset )  //0x5E5D96BE25E9DF68

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

  46. void TASK_DUEL ( Ped ped, Any p1, int p10, float p2, Entity entity, float p4, int p5, float vPosOpponentX, float vPosOpponentY, float vPosOpponentZ )  //0x5D5B0D5BC3626E5A

  47. void VEHICLE_WAYPOINT_PLAYBACK_USE_DEFAULT_SPEED ( Vehicle vehicle )  //0x5CEB25A7D2848963

  48. void SET_DRIVE_TASK_CRUISE_SPEED ( Ped driver, float cruiseSpeed )  //0x5C9B84BD7D31D908

  49. BOOL _CREATE_WAYPOINT_PATH ( const char* pathName, Any* p1, int nodes, int p3 )  //0x5C885E0978B6AD60

  50. void TASK_INVESTIGATE ( Ped ped, Any p1, Any p2, Any p3, Any p4, Any p5 )  //0x5C8514540D27FBFB

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