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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 _0xE824CE7D13FCB300 ( Any p0, Any p1 )  //0xE824CE7D13FCB300

  2. BOOL _NETWORK_GET_CURRENT_FRIEND_PAGE_DATA ( Any* p0 )  //0xA3EEC0A5AFF3FC5B

  3. void _0x455156F47DC6B78C ( BOOL p0 )  //0x455156F47DC6B78C

  4. Any GET_CLOSEST_ROAD ( float x, float y, BOOL p10, float z, float p3, int p4, Vector3* p5, Vector3* p6, Any* p7, Any* p8 )  //0x132F52BBA570FE92

  5. PED

    BOOL IS_PED_FLEEING ( Ped ped )  //0xBBCCE00B381F8482

  6. PED

    void SET_PED_WETNESS_ENABLED_THIS_FRAME ( Ped ped )  //0xB5485E4907B53019

  7. PED

    Ped _GET_LASSOED_LASSOER ( Ped ped )  //0x0C31C51168E80365

  8. PED

    float _GET_PLAYER_PED_WATER_DEPTH ( Ped ped )  //0x2942457417A5FD24

  9. Ped PLAYER_PED_ID ()  //0x096275889B8E0EE0

  10. void _MODIFY_PLAYER_DISCOVERED_CHARACTER_NAME_MP_SET_UNDISCOVERED ( Hash discoveryHash )  //0xFB0E622B401884D3

  11. BOOL _0xB4411D4D6B81438E ( const char* p0, int* p1 )  //0xB4411D4D6B81438E

  12. void TASK_ENTER_ANIM_SCENE ( Ped ped, AnimScene animScene, const char* entityName, const char* playbackListName, float enterSpeed, BOOL bAutoStart, int flag, int p7, float p8 )  //0xC2329B0206426644

  13. void _SET_SCENARIO_CONTAINER_OPENING_STATE ( Entity entity, BOOL open )  //0x188F8071F244B9B8

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

  15. Vehicle CREATE_VEHICLE ( Hash modelHash, float x, float y, float z, float heading, BOOL isNetwork, BOOL bScriptHostVeh, BOOL bDontAutoCreateDraftAnimals, BOOL p8 )  //0xAF35D0D2583051B0

  16. void _0x09C970AE59ABF6B2 ( Vehicle vehicle, BOOL p1 )  //0x09C970AE59ABF6B2

  17. void _SET_PED_INFINITE_AMMO_CLIP ( Ped ped, BOOL toggle )  //0xFBAA1E06B6BCA741

  18. Any _0x580D71DFE0088E34 ( Any p0, Any p1 )  //0x580D71DFE0088E34

  19. CAM

    BOOL HAS_LETTER_BOX ()  //0x81DCFD13CF39920E

  20. void _0xCA0BAC376C541978 ( const char* p0 )  //0xCA0BAC376C541978

  21. BOOL IS_ENTITY_AT_COORD ( Entity entity, float xPos, float yPos, float zPos, float xSize, float ySize, float zSize, BOOL p7, BOOL p8, int p9 )  //0x5E58342602E94718

  22. BOOL IS_EXPLOSION_IN_SPHERE ( int explosionType, float x, float y, float z, float radius )  //0xD62DD846D82CBB90

  23. void _0xC76FC4C2FC5F4405 ( Hash effectNameHash )  //0xC76FC4C2FC5F4405

  24. HUD

    void _UI_PROMPT_FILTER_CLEAR ()  //0x6A2F820452017EA2

  25. LAW

    BOOL ARE_WITNESSES_ACTIVE ( Player player )  //0x69E181772886F48B

  26. void SET_RANDOM_WEATHER_TYPE ( BOOL p0, BOOL p1 )  //0x6E5A7FBEECAB3C72

  27. Any MISSIONDATA_IS_REQUIRED_STORY_MISSION ( Any p0 )  //0xE824CE7D13FCB35E

  28. int _0xB389289F031F059A ()  //0xB389289F031F059A

  29. void _SET_LOCAL_PLAYER_DAMAGE_MULTIPLIER_FOR_PLAYER ( Player player, float damageMultiplier )  //0xD041A32992A55F84

  30. BOOL ARE_NODES_LOADED_FOR_AREA ( float x1, float y1, float x2, float y2 )  //0xF7B79A50B905A30D

  31. PED

    BOOL IS_PED_IN_COVER ( Ped ped, BOOL p1, BOOL p2 )  //0x60DFD0691A170B88

  32. PED

    void _0xA7A806677F8DE138 ( Any p0 )  //0xA7A806677F8DE138

  33. PED

    void SET_LOOTING_FLAG ( Ped ped, int lootFlag, BOOL enabled )  //0x6569F31A01B4C097

  34. PED

    void _SET_PED_TRAIL_EFFECT ( Ped ped, BOOL p1, float duration )  //0xA5950E16B8F31052

  35. int NETWORK_PLAYER_ID_TO_INT ()  //0x8A9386F0749A17FA

  36. void _0xDC68829BB3F37023 ( Player player, BOOL showingInfoCard )  //0xDC68829BB3F37023

  37. BOOL _0x060BBAD634C2B44B ( const char* p0, float* p1 )  //0x060BBAD634C2B44B

  38. void TASK_MOVE_BE_IN_FORMATION ( Ped ped, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6 )  //0x4AA5AA97C65E4A2F

  39. Any _0xA9E7672F8C6C6F74 ( Any p0 )  //0xA9E7672F8C6C6F74

  40. int _CREATE_HERB_COMPOSITES ( Hash asset, float x, float y, float z, float heading, int groundSetting, Any* p6, int p7 )  //0x5B4BBE80AD5972DC

  41. Vehicle _CREATE_DRAFT_VEHICLE ( Hash modelHash, float x, float y, float z, float heading, BOOL isNetwork, BOOL bScriptHostVeh, BOOL bDontAutoCreateDraftAnimals, Hash draftAnimalPopGroup, BOOL p9 )  //0x214651FB1DFEBA89

  42. void LOCK_DOORS_WHEN_NO_LONGER_NEEDED ( Vehicle vehicle )  //0x1EF36558FBDE2DAA

  43. int GET_AMMO_IN_PED_WEAPON ( Ped ped, Hash weaponHash )  //0x015A522136D7F951

  44. Any _0xD076DB9B96FAADF1 ( Any p0, Any p1 )  //0xD076DB9B96FAADF1

  45. void _0xCA9E42F437625A85 ( int p0, Hash p1, Hash p2 )  //0xCA9E42F437625A85

  46. BOOL _IS_SCRIPTED_AUDIO_CUSTOM ( Hash item, Hash soundSet )  //0x6DF942C4179BE5AB

  47. CAM

    void _REQUEST_LETTER_BOX_NOW ( BOOL p0, BOOL p1 )  //0x69D65E89FFD72313

  48. BOOL _0x3A66F1963B223F61 ( const char* p0 )  //0x3A66F1963B223F61

  49. BOOL IS_ENTITY_AT_ENTITY ( Entity entity1, Entity entity2, float xSize, float ySize, float zSize, BOOL p5, BOOL p6, int p7 )  //0xC057F02B837A27F6

  50. BOOL IS_EXPLOSION_IN_ANGLED_AREA ( int explosionType, float x1, float y1, float z1, float x2, float y2, float z2, float angle )  //0x5AE661ECD18524C9

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