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RDR2 NativeDB

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

Search 7149 native functions

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  • First seen in version
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7154 natives found

  1. BOOL IS_PROP_SET_FULLY_LOADED ( PropSet propSet )  //0xF42DB680A8B2A4D9

    • 0
    • 337
    • 1207
  2. void CHAL_MISSION_ADD_GOAL_PROGRESS_INT ( Hash missionHash, Hash goalHash, int value )  //0x97E18E7C098626DE

    • 0
    • 224
    • 1207
  3. void TASK_SCRIPTED_ANIMATION ( Ped ped, Any* args )  //0x126EF75F1E17ABE5

    • 0
    • 512
    • 1207
  4. int _GET_SCENARIO_POINT_TYPE_PED_IS_USING ( Ped ped )  //0x2D0571BB55879DA2

    • 0
    • 230
    • 1207
  5. void _TELEMETRY_ANIMAL_SKINNED ( Hash type, Any* items )  //0x7581972ADF5D699A

    • 0
    • 549
    • 1207
  6. Vector3 _GET_TRAIN_POSITION_ON_TRACK ( int trackIndex )  //0x1E8A921112891651

    • 0
    • 413
    • 1207
  7. void _0xCF342503CA4C8DF1 ( Vehicle vehicle, float p1 )  //0xCF342503CA4C8DF1

    • 0
    • 230
    • 1207
  8. void _REQUEST_WEAPON_ASSET ( Hash weaponHash, int p1, BOOL p2 )  //0x72D4CB5DB927009C

    • 0
    • 427
    • 1207
  9. void _0x335AF56613CA0F49 ( int p0 )  //0x335AF56613CA0F49

    • 0
    • 190
    • 1311
  10. void TASK_GOTO_ENTITY_OFFSET_XYZ ( Ped ped, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7, Any p8 )  //0xFA6DA9D151769392

    • 0
    • 203
    • 1311
  11. HUD

    Any _0x8B55B324A9123F6B ( int groupId, Volume volume, const char* p2, Any p3, Any p4, Any p5 )  //0x8B55B324A9123F6B

    • 0
    • 239
    • 1232
  12. BOOL _DOES_ENTITY_WITH_ID_EXIST_IN_ANIM_SCENE ( AnimScene animScene, const char* p1 )  //0x6F1F0B17109309DA

    • 0
    • 399
    • 1207
  13. void _0x259ACC5B52A2B2D9 ( Any p0, Any p1 )  //0x259ACC5B52A2B2D9

    • 0
    • 242
    • 1207
  14. CAM

    void SET_GAMEPLAY_HINT_BASE_ORBIT_PITCH_OFFSET ( float p0 )  //0x421192A2DA48FD01

    • 0
    • 227
    • 1207
  15. void _DATABINDING_WRITE_DATA_POSSE_ID ( Any p0, const char* p1, Any posseId )  //0xC70041408E16BE2E

    • 0
    • 244
    • 1207
  16. void _DELETE_ENTITY_2 ( Entity* entity )  //0x5E94EA09E7207C16

    • 0
    • 278
    • 1207
  17. void DRAW_RECT ( float x, float y, float width, float height, int r, int g, int b, int a, BOOL p8, BOOL p9 )  //0x405224591DF02025

    • 0
    • 1,510
    • 1207
  18. Any _0x7933754F260B428A ( Player player )  //0x7933754F260B428A

    • 0
    • 412
    • 1207
  19. BOOL INVENTORY_GET_INVENTORY_ITEM ( int inventoryId, Any* inData, Any* outData, BOOL p3 )  //0x9700E8EFC4AB9089

    • 0
    • 429
    • 1207
  20. LAW

    void _SET_GUARD_ZONE_POSITION_2 ( const char* name, float x, float y, float z )  //0x2F9005E2EA4E5EE4

    • 0
    • 278
    • 1207
  21. int ABSI ( int value )  //0x0C214D5B8A38C828

    • 0
    • 292
    • 1207
  22. BOOL _NETWORK_SESSION_TRANSITION_TO_SESSION ( Any* sessionRequestId )  //0xF20B18A330E6DB5C

    • 0
    • 342
    • 1207
  23. void NETWORK_SET_IN_MP_CUTSCENE ( BOOL p0, BOOL p1, int p2, BOOL p3 )  //0x9CA5DE655269FEC4

    • 0
    • 322
    • 1207
  24. Any _0x614D0B4533F842D3 ( Any p0 )  //0x614D0B4533F842D3

    • 0
    • 373
    • 1207
  25. PED

    int GET_PED_ACCURACY ( Ped ped )  //0x37F4AD56ECBC0CD6

    • 0
    • 397
    • 1207
  26. PED

    void _0x86FAFC18E3D4380C ( Any p0, Any p1 )  //0x86FAFC18E3D4380C

    • 0
    • 272
    • 1207
  27. PED

    void _0x00B380FF2DF6AB7A ( Any p0, Any p1 )  //0x00B380FF2DF6AB7A

    • 0
    • 220
    • 1207
  28. PED

    void _UPDATE_PED_VARIATION ( Ped ped, BOOL p1, BOOL p2, BOOL p3, BOOL p4, BOOL p5 )  //0xCC8CA3E88256E58F

    • 0
    • 1,082
    • 1207
  29. void _0x0CB16D05E03FB525 ( Any p0 )  //0x0CB16D05E03FB525

    • 0
    • 331
    • 1207
  30. void SET_PLAYER_HEALTH_RECHARGE_MULTIPLIER ( Player player, float regenRate )  //0x8899C244EBCF70DE

    • 0
    • 544
    • 1207
  31. Any _0x9D0F5D2E1951CD84 ()  //0x9D0F5D2E1951CD84

    • 0
    • 205
    • 1207
  32. void PLAY_ENTITY_SCRIPTED_ANIM ( Entity entity, Any* args )  //0x77A1EEC547E7FCF1

    • 0
    • 334
    • 1207
  33. Hash _GET_SCENARIO_POINT_TYPE ( int scenario )  //0xA92450B5AE687AAF

    • 0
    • 233
    • 1207
  34. BOOL _0xB4241AD8F5AEE9ED ( int trackIndex )  //0xB4241AD8F5AEE9ED

    • 0
    • 260
    • 1207
  35. void _0x06A09A6E0C6D2A84 ( Vehicle train, BOOL p1 )  //0x06A09A6E0C6D2A84

    • 0
    • 243
    • 1207
  36. BOOL _HAS_WEAPON_ASSET_LOADED ( Hash weaponHash )  //0xFF07CF465F48B830

    • 0
    • 293
    • 1207
  37. BOOL _0x9E5A47744C0F0376 ( int p0 )  //0x9E5A47744C0F0376

    • 0
    • 168
    • 1311
  38. BOOL _DOES_ANIM_SCENE_OWNERSHIP_OF_ENTITY_EXIST ( AnimScene animScene, const char* entityName )  //0x9D1ECA9337BE9FC3

    • 0
    • 371
    • 1207
  39. void _FORCE_VEHICLE_ENGINE_AUDIO ( Vehicle vehicle, const char* audioName )  //0x4F0C413926060B38

    • 0
    • 320
    • 1207
  40. CAM

    void _SET_GAMEPLAY_HINT_ANIM_OFFSETX ( float p0 )  //0xF86B6F93727C59C9

    • 0
    • 232
    • 1207
  41. void _0x422179C7F6AD9304 ( Any p0, Any* gamerHandle )  //0x422179C7F6AD9304

    • 0
    • 260
    • 1207
  42. void DETACH_ENTITY ( Entity entity, BOOL p1, BOOL collision )  //0x64CDE9D6BF8ECAD3

    • 0
    • 323
    • 1207
  43. void SET_SCRIPT_GFX_DRAW_BEHIND_PAUSEMENU ( BOOL toggle )  //0x906B86E6D7896B9E

    • 0
    • 350
    • 1207
  44. Any _0xAFD3599A3CC5637D ()  //0xAFD3599A3CC5637D

    • 0
    • 382
    • 1207
  45. BOOL _INVENTORY_GET_FULL_INVENTORY_ITEM_DATA ( int inventoryId, Any* guid, Any* p2, int p3, int p4 )  //0x025A1B1FB03FBF61

    • 0
    • 456
    • 1207
  46. float ABSF ( float value )  //0x134549B388167CBF

    • 0
    • 285
    • 1207
  47. BOOL _0x0F44A5C78D114922 ( Any* sessionRequestId )  //0x0F44A5C78D114922

    • 0
    • 396
    • 1207
  48. BOOL NETWORK_IS_IN_MP_CUTSCENE ()  //0x6CC27C9FA2040220

    • 0
    • 274
    • 1207
  49. void _DOOR_SYSTEM_FORCE_SHUT ( Hash doorHash, BOOL p1 )  //0x276AAF0F1C7F2494

    • 0
    • 368
    • 1207
  50. PED

    BOOL IS_PED_MODEL ( Ped ped, Hash modelHash )  //0xC9D55B1A358A5BF7

    • 0
    • 680
    • 1207

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