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RDR2 NativeDB

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

Search 7149 native functions



7154 natives found

  1. void INSTANTLY_FILL_VEHICLE_POPULATION ()  //0x1FF00DB43026B12F

  2. void COMPENDIUM_ANIMAL_SET_DISCOVERED ( Any p0 )  //0x67F35C7C9F2BDCFE

  3. void NETWORK_REQUEST_CLOUD_TUNABLES ()  //0x42FB3B532D526E6C

  4. void STAT_PHOTOGRAPH_TAKEN ( ItemSet itemset )  //0x4D31051A4CA83787

  5. void UNREGISTER_SCRIPT_WITH_AUDIO ()  //0xA8638BE228D4751A

  6. Any COMPENDIUM_FISH_GET_LURE_SUITABILITY_BY_STAT_ITEM ( Any p0, Any p1 )  //0x725D52F21A5E9E81

  7. Vector3 _0x3AB3A77672F6473F ( Any p0, Any p1, Any p2, Any p3 )  //0x3AB3A77672F6473F

  8. void STOP_FIRE_IN_RANGE ( float x, float y, float z, float radius )  //0xDB38F247BD421708

  9. void ANIMPOSTFX_STOP_ALL ()  //0x66560A0D4C64FD21

  10. HUD

    void _UI_PROMPT_SET_TYPE ( Prompt prompt, int type )  //0xF4A5C4509BF923B1

  11. void _0x1096603B519C905F ( const char* name )  //0x1096603B519C905F

  12. void _SET_GLOBAL_BLOCK_IS_LOADED ( int index, BOOL toggle )  //0xE97240065406CB80

  13. Player NETWORK_GET_PLAYER_FROM_GAMER_HANDLE ( Any* gamerHandle )  //0xCE5F689CF5A0A49D

  14. BOOL _NETWORK_IS_CONNECTION_ENDPOINT_RELAY_SERVER ( Player player )  //0x16D3D49902F697BB

  15. BOOL GET_CLOSEST_VEHICLE_NODE ( float x, float y, float z, Vector3* outPosition, int nodeType, float p5, float p6 )  //0x240A18690AE96513

  16. PED

    void SET_GROUP_SEPARATION_RANGE ( int groupHandle, float separationRange )  //0x4102C7858CFEE4E4

  17. PED

    void CLEAR_PED_BLOOD_DAMAGE ( Ped ped )  //0x8FE22675A5A45817

  18. PED

    Ped _GET_CARRIER_AS_HUMAN ( Entity entity )  //0x79443D56C8DF45EE

  19. PED

    void _SET_PED_QUALITY ( Ped ped, int quality )  //0xCE6B874286D640BB

  20. void _0xCBB54CC7FFFFAB86 ( Any p0, Any p1, Any p2, Any p3 )  //0xCBB54CC7FFFFAB86

  21. Hash _GET_CONSTRUCTED_DISCOVERED_CHARACTER_NAME ( Hash p0, BOOL model, BOOL outfit )  //0x8E84119A23C16623

  22. BOOL SC_PRESENCE_ATTR_SET_FLOAT ( Hash attrHash, float value )  //0xA31DAFCDC33775E9

  23. void TASK_GO_STRAIGHT_TO_COORD ( Ped ped, float x, float y, float z, float speed, int timeout, float p6, float p7, int p8 )  //0xD76B57B44F1E6F8B

  24. void _SET_SCENARIO_POINT_COORDS ( int scenario, float xPos, float yPos, float zPos, BOOL p4 )  //0x2056AB38DF06825C

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

  26. BOOL _UNLOCK_IS_UNLOCK_FLAG_SET ( Hash unlockHash, int flag )  //0x6B6369647F26F09F

  27. BOOL HAS_INSTANT_FILL_VEHICLE_POPULATION_FINISHED ()  //0x2701D01D5E18FC31

  28. Any COMPENDIUM_GET_STUDY_AWARD_ID ( Any p0 )  //0x9F678782720349E4

  29. void _0xBE66B26B6529E943 ( Any p0, Any p1, Any p2 )  //0xBE66B26B6529E943

  30. BOOL REQUEST_SCRIPT_AUDIO_BANK ( const char* audioBank )  //0x2F844A8B08D76685

  31. CAM

    BOOL IS_CAM_SHAKING ( Cam cam )  //0x2EEB402BD7320159

  32. void COMPENDIUM_GANG_CAMP_FOUND ( Any p0, Any p1 )  //0x725D52F21A5E9E03

  33. Player GET_NEAREST_PLAYER_TO_ENTITY ( Entity entity, Ped playerPedToIgnore, int flags )  //0x990E294FC387FB88

  34. void _STOP_FIRE_IN_BOX ( float posX, float posY, float posZ, float rotX, float rotY, float rotZ, float scaleX, float scaleY, float scaleZ )  //0xB7C7BDC375AEA9A4

  35. void _0xAD74C22A541AB987 ( const char* effectName )  //0xAD74C22A541AB987

  36. HUD

    void _0x53CE46C01A089DA1 ( Prompt prompt, Any p1 )  //0x53CE46C01A089DA1

  37. LAW

    void _0x5E6F375CA101C108 ( Player player, BOOL p1 )  //0x5E6F375CA101C108

  38. void _0xCC3EDC5614B03F61 ( int p0 )  //0xCC3EDC5614B03F61

  39. BOOL GAME_FRAMEWORK_MANAGER_INIT ( Hash transitionMode )  //0x4CABE596D632E4B0

  40. BOOL NETWORK_IS_GAMER_IN_MY_SESSION ( Any* gamerHandle )  //0x0F10B05DDF8D16E9

  41. float _NETWORK_GET_AVERAGE_LATENCY_FOR_PLAYER ( Player player )  //0xD414BE129BB81B32

  42. Any _0xCA27A86CAA4E98ED ( Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6 )  //0xCA27A86CAA4E98ED

  43. PED

    void _0x89E59DBD15E21177 ( Any p0, Any p1 )  //0x89E59DBD15E21177

  44. PED

    void CLEAR_PED_BLOOD_DAMAGE_BY_ZONE ( Ped ped, int p1 )  //0x56E3B78C5408D9F4

  45. PED

    Any GET_CARRIED_ATTACHED_INFO_FOR_SLOT ( Any p0, Any p1, Any p2, Any p3 )  //0x608BC6A6AACD5036

  46. PED

    int _GET_PED_QUALITY ( Ped ped )  //0x7BCC6087D130312A

  47. void _0xBED386157F65942C ( Any p0, Any p1 )  //0xBED386157F65942C

  48. Hash GET_TARGET_CHARACTER_NAME_SCRIPT_OVERRIDE_HASH ( Ped ped )  //0x0335106F3ACABBED

  49. BOOL SC_PRESENCE_ATTR_SET_INT_EX ( const char* attrName, int value, BOOL p2 )  //0x0000000085488C49

  50. 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

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