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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. int _NETWORK_GET_UNRELIABLE_RESEND_COUNT_FOR_PLAYER ( Player player )  //0x3765C3A3E8192E10

  2. BOOL GET_NTH_CLOSEST_VEHICLE_NODE_WITH_HEADING ( float x, float y, float z, int nthClosest, Vector3* outPosition, float* heading, Any* unknown1, int unknown2, float unknown3, float unknown4 )  //0x591B40D4390DB54A

  3. PED

    BOOL CAN_PED_IN_COMBAT_SEE_TARGET ( Ped ped, Ped target )  //0xEAD42DE3610D0721

  4. PED

    void _0xEB8886E1065654CD ( Any p0, Any p1, Any p2, Any p3 )  //0xEB8886E1065654CD

  5. PED

    Any _0xB65927F861E7AE39 ( Any p0, Any p1 )  //0xB65927F861E7AE39

  6. PED

    void _REMOVE_PED_PROP ( Ped ped, const char* propName )  //0x3A50753042B6891B

  7. void _CLEAR_BOUNTY_TARGET ( Player player )  //0x8F2A81C09DA9124A

  8. BOOL SC_PROFANITY_GET_CHECK_IS_VALID ( int token )  //0x08C8052AF40C4247

  9. void _0xBAAB791AA72C2821 ( Any p0, Any p1 )  //0xBAAB791AA72C2821

  10. int GET_SCENARIO_POINTS_IN_AREA ( float posX, float posY, float posZ, float radius, Any* scenariosInRadius, int size )  //0x345EC3B7EBDE1CB5

  11. void TASK_HOGTIE_TARGET_PED ( Ped ped, Ped targetPed )  //0x27829AFD3E03AC1A

  12. BOOL _UNLOCK_IS_NEW ( Hash unlockHash )  //0x644166BA7AA49DEA

  13. BOOL IS_ENTRY_POINT_FOR_SEAT_CLEAR ( Ped ped, Vehicle vehicle, int seatIndex, BOOL side, BOOL onEnter )  //0x80DDCCB2F4A3EB57

  14. void _0x8A779706DA5CA3DD ( Any p0, Any p1, Any p2 )  //0x8A779706DA5CA3DD

  15. Any COMPENDIUM_GET_SUBCATEGORY_SAMPLE_TOAST_DESC_PROGRESS ( Any p0, Any p1 )  //0x82BFB5B367957699

  16. void PLAY_SOUND ( const char* audioName, const char* audioRef, BOOL p2, Any p3, BOOL p4, Any p5 )  //0x7FF4944CC209192D

  17. CAM

    BOOL IS_SCREEN_FADED_OUT ()  //0xF5472C80DF2FF847

  18. void COMPENDIUM_GANG_HIDEOUT_FOUND ( Any p0, Any p1 )  //0x725D52F21A5E9E08

  19. int GET_ENTITY_POPULATION_TYPE ( Entity entity )  //0xADE28862B6D7B85B

  20. void ADD_OWNED_EXPLOSION ( Ped ped, float x, float y, float z, int explosionType, float damageScale, BOOL isAudible, BOOL isInvisible, float cameraShake )  //0xD84A917A64D4D016

  21. BOOL _0xFBF161FCFEC8589E ( const char* effectName, int p1, BOOL p2, BOOL* p3 )  //0xFBF161FCFEC8589E

  22. HUD

    BOOL _UI_PROMPT_IS_PRESSED ( Prompt prompt )  //0x21E60E230086697F

  23. LAW

    BOOL _LAW_WITNESS_RESPONSE_TASK ( Ped pedGroup1, Ped ped, Ped pedGroup2, float x, float y, float z, Hash crimeType )  //0xF0B67BAD53C35BD9

  24. Hash _GET_NEXT_WEATHER_TYPE_HASH_NAME ()  //0x51021D36F62AAA83

  25. BOOL MISSIONDATA_IS_VALID ( Any p0 )  //0xE54DC27571D5EDC5

  26. BOOL _0xA47D48D06AA5A188 ()  //0xA47D48D06AA5A188

  27. int _NETWORK_GET_OLDEST_RESEND_COUNT_FOR_PLAYER ( Player player )  //0x52C1EADAF7B10302

  28. BOOL GET_NTH_CLOSEST_VEHICLE_NODE_ID_WITH_HEADING ( float x, float y, float z, int nthClosest, Vector3* outPosition, float outHeading, Any p6, float p7, float p8 )  //0x4114EAA8A7F7766D

  29. PED

    BOOL IS_PED_JACKING ( Ped ped )  //0x4AE4FF911DFB61DA

  30. PED

    void FADE_AND_DESTROY_PED ( Ped* ped )  //0x7043D0681285BA2D

  31. PED

    Any _0xA1FBAC56D38563E2 ( Any p0 )  //0xA1FBAC56D38563E2

  32. PED

    void _SET_TOTAL_PED_DAMAGE_FALLOFF_BONUS ( Ped ped, float bonus )  //0x932786CE3C76477C

  33. Any _0x0772F87D7B07719A ( Any p0, Any p1, Any p2 )  //0x0772F87D7B07719A

  34. BOOL SC_PROFANITY_GET_CHECK_IS_PENDING ( int token )  //0x3A10BCD0C8AA0B82

  35. void TASK_MOVE_FOLLOW_ROAD_USING_NAVMESH ( Ped ped, float moveBlendRatio, float x, float y, float z, Any p5 )  //0x79482C12482A860D

  36. Any _0xEFD875C2791EBEFD ( Any p0, Any p1, Any p2, Any p3 )  //0xEFD875C2791EBEFD

  37. void _TASK_CUT_FREE_HOGTIED_TARGET_PED ( Ped ped, Ped targetPed )  //0x81D16C4FF3A77ADF

  38. void _UNLOCK_SET_NEW ( Hash unlockHash, BOOL toggle )  //0xA6D79C7AEF870A99

  39. BOOL CAN_SHUFFLE_SEAT ( Vehicle vehicle, int seatIndex )  //0xF8B2D32A2231FD24

  40. void _0x9409C62504A8F9E9 ( Any p0, Any p1 )  //0x9409C62504A8F9E9

  41. Any COMPENDIUM_GET_SUBCATEGORY_SAMPLE_TOAST_DESC_COMPLETE ( Any p0, Any p1 )  //0x59D4D68CDB82427C

  42. void PLAY_SOUND_FRONTEND ( const char* audioName, const char* audioRef, BOOL p2, Any p3 )  //0x67C540AA08E4A6F5

  43. CAM

    BOOL IS_SCREEN_FADED_IN ()  //0x37F9A426FBCF4AF2

  44. void COMPENDIUM_HERB_PICKED ( Hash herbType, float x, float y, float z )  //0x725D52F21A5E9E09

  45. BOOL IS_AN_ENTITY ( ScrHandle handle )  //0x27CFF3E5A286D3DF

  46. void _0xB7DF150605EEDC9B ( Entity entity, int p1, float x, float y, float z, int explosionType, float damageScale, BOOL isAudible, BOOL isInvisible, float cameraShake )  //0xB7DF150605EEDC9B

  47. Hash _ANIMPOSTFX_GET_STACKHASH ( const char* effectName )  //0x842CCC9491FFCD9B

  48. HUD

    BOOL _UI_PROMPT_IS_JUST_PRESSED ( Prompt prompt )  //0x2787CC611D3FACC5

  49. LAW

    Any _0x018F30D762E62DF8 ( Ped ped, Any* p1 )  //0x018F30D762E62DF8

  50. void _0x0730E518486DEEC3 ( Any p0 )  //0x0730E518486DEEC3

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