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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 _PLAY_SOUND_FRONTEND_WITH_SOUND_ID ( int soundId, const char* name, const char* soundSet, BOOL p3 )  //0xCE5D0FFE83939AF1

  2. CAM

    Any _0x73FF6BE63DC18819 ()  //0x73FF6BE63DC18819

  3. BOOL _0xE72E234B30DA7B7A ( int p0 )  //0xE72E234B30DA7B7A

  4. BOOL IS_ENTITY_ATTACHED_TO_ANY_VEHICLE ( Entity entity )  //0x12DF6E0D2E736749

  5. void _0x24DB6B9F2B719043 ( Any p0 )  //0x24DB6B9F2B719043

  6. BOOL ANIMPOSTFX_HAS_EVENT_TRIGGERED_BY_STACKHASH ( Hash effectNameHash, int p1, BOOL p2, BOOL* p3 )  //0x9AB192A9EF980EED

  7. HUD

    Any _0xD6BD313CFA41E57A ( Any p0 )  //0xD6BD313CFA41E57A

  8. LAW

    void _ENABLE_DISPATCH_LAW ( BOOL toggle )  //0xC805EB785824F712

  9. void _SET_WEATHER_TYPE_FROZEN ( BOOL toggle )  //0xD74ACDF7DB8114AF

  10. int MISSIONDATA_GET_HIGH_SCORE ( Any p0 )  //0x9AABABF8313C3516

  11. BOOL _0x3E4A16BC669E71B3 ()  //0x3E4A16BC669E71B3

  12. void _0x9B39B0555CC692B5 ()  //0x9B39B0555CC692B5

  13. void SET_PED_PATHS_IN_AREA ( float x1, float y1, float z1, float x2, float y2, float z2, BOOL unknown, Any p7 )  //0x34F060F4BF92E018

  14. PED

    BOOL IS_PED_GOING_INTO_COVER ( Ped ped )  //0x9F65DBC537E59AD5

  15. PED

    BOOL WAS_PED_SKELETON_UPDATED ( Ped ped )  //0x11B499C1E0FF8559

  16. PED

    Entity GET_LOOTING_PICKUP_TARGET_ENTITY ( Ped ped )  //0x14169FA823679E41

  17. void _0x70605812ABC9FF0F ( Any p0, Any p1 )  //0x70605812ABC9FF0F

  18. int GET_CAUSE_OF_MOST_RECENT_FORCE_CLEANUP ()  //0x84E8E29EBD4A46D2

  19. void _0x497A18F8F88AA9D8 ()  //0x497A18F8F88AA9D8

  20. BOOL _0x3519CC3525319A96 ( const char* p0, int* p1, const char* p2 )  //0x3519CC3525319A96

  21. void TASK_LEAD_AND_CONVERSE ( Ped ped, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7, Any p8 )  //0xAA19711D33C6708C

  22. BOOL _GET_SCENARIO_CONTAINER_OPENING_STATE ( Entity entity )  //0xB219612B5568E9EC

  23. void TASK_BREAK_VEHICLE_DOOR_LOCK ( Ped ped, Vehicle vehicle )  //0xBB28D1BC9EA8A6A5

  24. void SET_VEHICLE_ALLOW_NO_PASSENGERS_LOCKON ( Vehicle veh, BOOL toggle )  //0xECB9E9BC887E8060

  25. void SET_VEHICLE_LOD_MULTIPLIER ( Vehicle vehicle, float multiplier )  //0x5F5E2B1B9EAECC0F

  26. Any _REFILL_AMMO_IN_CLIP ( Ped ped, Any* clipInventoryUid, int p2 )  //0xDF4A3404D022ADDE

  27. void _PLAY_SOUND_FROM_ENTITY_WITH_SET ( int soundId, const char* soundName, Entity entity, const char* soundsetName, BOOL p4, Any p5 )  //0xF1C5310FEAA36B48

  28. CAM

    Any _0x450769C833D58844 ()  //0x450769C833D58844

  29. BOOL _0x87F005C969EF1563 ( float p0 )  //0x87F005C969EF1563

  30. BOOL IS_ENTITY_ATTACHED_TO_ENTITY ( Entity from, Entity to )  //0x154A3C529497053E

  31. float GET_SPECIES_TUNING_FLOAT_PARAM ( Hash p0, int p1, int p2 )  //0xE108489621422F91

  32. BOOL _0xFF584F097C17FA8F ()  //0xFF584F097C17FA8F

  33. HUD

    int _UI_PROMPT_SET_REGISTER_HORIZONTAL_ORIENTATION ()  //0xD9459157EB22C895

  34. LAW

    void _ENABLE_DISPATCH_LAW_2 ( BOOL toggle )  //0x710448D44A64C213

  35. void _GET_FORCED_WEATHER ( Hash* weather, Hash* p1 )  //0xDD560ABEF5D3784C

  36. void _MISSIONDATA_TIMECYCLE_BOX_SET_MODIFIER ( const char* timecycleName )  //0x25855B1574BF8CD5

  37. BOOL _0xE348D1404BD80146 ( Any* gamerHandle )  //0xE348D1404BD80146

  38. int _0xFE53B1F8D43F19BF ( Player player1, Player player2 )  //0xFE53B1F8D43F19BF

  39. void _0xE5EF9DE716FF737E ( Any p0, Any p1, Any p2 )  //0xE5EF9DE716FF737E

  40. PED

    BOOL IS_PED_RESPONDING_TO_THREAT ( Ped ped )  //0x77525BBF433F2CD6

  41. PED

    Vector3 GET_PED_BONE_COORDS ( Ped ped, int boneId, float offsetX, float offsetY, float offsetZ )  //0x17C07FC640E86B4E

  42. PED

    Any _0x7B5C293238EE4F20 ( Any p0 )  //0x7B5C293238EE4F20

  43. Any _0xDC9655D47DEC0353 ( Any p0 )  //0xDC9655D47DEC0353

  44. void _0x39BED552DB46FFA9 ( Any p0, Any p1 )  //0x39BED552DB46FFA9

  45. void _0x4F0D2256AAE94EDA ( int p0 )  //0x4F0D2256AAE94EDA

  46. BOOL _0x1BDB56DB258F052D ( const char* p0, float* p1, const char* p2 )  //0x1BDB56DB258F052D

  47. void _0xDE0C8B145EA466FF ( Any p0, Any p1, Any p2, Any p3, Any p4, Any p5 )  //0xDE0C8B145EA466FF

  48. void _RESET_SCENARIO_FOR_ENTITY ( int scenario, Entity entity )  //0x2E20878FD208A68E

  49. void TASK_LOOT_NEAREST_ENTITY ( Ped ped, float x, float y, float z, int p4, float p5 )  //0xCF1501CBC4059412

  50. BOOL IS_VEHICLE_MODEL ( Vehicle vehicle, Hash model )  //0x0045A54EC7A22455

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