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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 GET_NUM_MODELS_IN_POPULATION_SET ( Hash popSetHash )  //0xA1E3171ED0E47564

  2. BOOL _0x049D2196D9D11184 ( int p0, const char* p1, char* p2 )  //0x049D2196D9D11184

  3. void TASK_STOP_LEADING_HORSE ( Ped ped )  //0xED27560703F37258

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

  5. int GET_VEHICLE_NUMBER_OF_PASSENGERS ( Vehicle vehicle )  //0x59F3F16577CD79B2

  6. BOOL IS_VEHICLE_VISIBLE ( Vehicle vehicle )  //0x424910CD5DE8C246

  7. Hash _GET_WEAPON_TYPE_FROM_AMMO_TYPE ( Hash ammoType )  //0x7AA043F6C41D151E

  8. void _PLAY_ANIMAL_VOCALIZATION_PHEROMONE_VIAL_RESPONSE ( Ped ped, Hash p1, BOOL p2 )  //0x0E53530D9B2DB01D

  9. BOOL PREPARE_SOUNDSET ( const char* soundsetName, BOOL p1 )  //0xD9130842D7226045

  10. CAM

    void SET_GAMEPLAY_CAM_RELATIVE_HEADING ( float heading, float p1 )  //0x5D1EB123EAC5D071

  11. BOOL NETWORK_CLAN_PLAYER_IS_ACTIVE ( Any* gamerHandle )  //0xB124B57F571D8F18

  12. BOOL IS_ENTITY_IN_WATER ( Entity entity )  //0xDDE5C125AC446723

  13. Any _0x8049B17BEC937662 ( Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6 )  //0x8049B17BEC937662

  14. Any _0xFD05B1DDE83749FA ( Any p0 )  //0xFD05B1DDE83749FA

  15. HUD

    BOOL IS_MP_GAMER_TAG_ACTIVE ( int gamerTagId )  //0x6E1C31E14C7A5F97

  16. LAW

    Any _0xE4D6E45F491A66CB ( Player player, int p1 )  //0xE4D6E45F491A66CB

  17. void _CLEAR_WEATHER_VARIATION ( const char* weatherType, BOOL p1 )  //0x0E71C80FA4EC8147

  18. BOOL _NETWORK_IS_MONEY_BALANCE_NOT_LESS_THAN ( int cashBalance, int goldBarBalance )  //0xAEC5F0119867E457

  19. BOOL _NETWORK_CAN_ADD_FRIEND ( Any* gamerHandle )  //0x99ABE9BF9DADA162

  20. BOOL NETWORK_IS_AIM_CAM_ACTIVE ( Player player )  //0x8E7CE19219669AEB

  21. BOOL _NAVMESH_ACTIVATE_SWAP ( const char* name )  //0x7C334FF4D9215912

  22. PED

    Any _REQUEST_PED_FOR_SCENARIO_TYPE ( Ped ped, Object object, const char* p2, Hash scenarioType, const char* p4, BOOL p5 )  //0xBDED916A9F9B0604

  23. PED

    void _SET_PED_INCAPACITATION_TOTAL_BLEED_OUT_DURATION ( Ped ped, float duration )  //0x2890418B39BC8FFF

  24. Any _0x112DDF56300BC6E5 ( Any p0 )  //0x112DDF56300BC6E5

  25. void _0xC67A4910425F11F1 ( Player player, const char* name )  //0xC67A4910425F11F1

  26. Hash GET_PED_MODEL_NAME_IN_POPULATION_SET ( Hash popSetHash, int index )  //0x3EAFA1C533B7139E

  27. BOOL _0x11EA52CAD1B55910 ( int p0, char* p1 )  //0x11EA52CAD1B55910

  28. 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

  29. void _TASK_START_SCENARIO_IN_PLACE_2 ( Ped ped, Any p1, const char* p2, int p3, BOOL p4, float p5, BOOL p6 )  //0xA917E39F2CEFD215

  30. void _0x8E1DDE26D270CC5E ( Any p0, Any p1 )  //0x8E1DDE26D270CC5E

  31. int GET_VEHICLE_MAX_NUMBER_OF_PASSENGERS ( Vehicle vehicle )  //0xA9C55F1C15E62E06

  32. Any _0x13C190302369308B ( Any p0 )  //0x13C190302369308B

  33. Hash _GET_WEAPON_COMPONENT_TYPE_MODEL ( Hash componentHash )  //0x59DE03442B6C9598

  34. PED

    void _SET_MOUNT_SECURITY_ENABLED ( Ped ped, BOOL toggle )  //0x11E6B9629C46D6EC

  35. PED

    void _SET_PED_DESIRED_LOCO_FOR_MODEL ( Ped ped, const char* locomotionArchetype )  //0x923583741DC87BCE

  36. PED

    void _SET_PED_DESIRED_LOCO_MOTION_TYPE ( Ped ped, const char* locoMotionType )  //0x89F5E7ADECCCB49C

  37. PAD

    BOOL IS_CONTROL_JUST_PRESSED ( int padIndex, Hash control )  //0x580417101DDB492F

  38. PropSet _CREATE_PROPSET ( Hash hash, float x, float y, float z, int p4, float heading, float p6, BOOL p7, BOOL p8 )  //0xE65C5CBA95F0E510

  39. float LOG10 ( float value )  //0xE816E655DE37FE20

  40. int _REQUEST_FLINCH_COVER_ANIM ( Ped ped )  //0x2A31D13C5F021D0D

  41. BOOL _ARE_LOAD_COVER_ANIMS_LOADED ( BOOL p0 )  //0x8CBE916CFC64AD5C

  42. BOOL _IS_TRANSPORT_SEAT_FREE ( Entity transportEntity, int seatIndex )  //0x43FF27FC1829C202

  43. int _SET_AI_CAN_USE_TRANSPORT ( Entity transportEntity, BOOL p1 )  //0x67F7CEAC2391E114

  44. _REQUEST_PHOTO_MODE_FREEZE ()  //0x7C709C01D43D94CD

  45. _REQUEST_PHOTO_MODE_DEFREEZE ()  //0x41AFA5F228B0B6B0

  46. PED

    int SET_PED_COMBAT_MOVEMENT ( Ped ped, int combatMovement )  //0x4D9CA1009AFBD057

  47. int ADD_ROPE ( float x, float y, float p10, BOOL p11, BOOL p12, BOOL rigid, float p14, BOOL breakWhenShot, Any* unkPtr, BOOL p17 )  //0xE832D760399EB220

  48. void NETWORK_SET_FRIENDLY_FIRE_OPTION ( BOOL toggle )  //0xF808475FA571D823

  49. BOOL GET_PED_LAST_WEAPON_IMPACT_COORD ( Ped ped, Vector3* coords )  //0x6C4D0409BA1A2BC2

  50. void _SET_DEADEYE_TAGGING_CONFIG ( Player player, int filter )  //0x83FCD6921FC8FD05

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