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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 NEXT_ONSCREEN_KEYBOARD_RESULT_WILL_DISPLAY_USING_THESE_FONTS ( int p0 )  //0x5CB71EAA1429A358

  2. int NETWORK_GET_SCRIPT_STATUS ()  //0x57D158647A6BFABF

  3. int UGC_QUERY_GET_CONTENT_NUM ( int ugcRequestId )  //0x76160E0396142765

  4. void _SET_OBJECT_BURN_INTENSITY ( Object object, float intensity )  //0xC8E21C1677DC5E6F

  5. PED

    BOOL _GET_PED_DAMAGED ( Ped ped )  //0x6CFC373008A1EDAF

  6. PED

    void PED_COWER_MOVE_TO_POINT ( Ped ped, float p1, float p2, float p3, Ped ped2, float p5 )  //0x1E4C940233FC0C6F

  7. PED

    Any _0x0105FEE8F9091255 ( Any p0, Any p1 )  //0x0105FEE8F9091255

  8. PED

    BOOL _0x7EE3A8660F38797E ( Ped ped )  //0x7EE3A8660F38797E

  9. BOOL _GET_PLAYER_UI_PROMPT_IS_DISABLED ( Player player, int promptType, int promptMode )  //0x6614F9039BD31931

  10. void _UNREGISTER_EAGLE_EYE_TRAILS_FOR_ENTITY ( Player player, Entity entity, Any p2 )  //0x9A957912CE2EABD1

  11. void _0x11B0A0B282FA9B10 ( BOOL p0 )  //0x11B0A0B282FA9B10

  12. BOOL IS_PLAYER_SWITCH_IN_PROGRESS ()  //0xED20CB1F5297791D

  13. void TASK_SHOOT_AT_ENTITY ( Entity entity, Entity targetEntity, int duration, Hash firingPattern, BOOL affectCockedState )  //0x08DA95E8298AE772

  14. void WAYPOINT_PLAYBACK_START_SHOOTING_AT_ENTITY ( Any p0, Any p1, Any p2, Any p3, Any p4 )  //0x4AF458F71C1196D2

  15. Any _UI_FEED_POST_SAMPLE_NOTIFICATION ( Any* p0, Any* p1, int p2, int p3 )  //0xC927890AA64E9661

  16. Any _0x09034479E6E3E269 ( Vehicle train, Hash* trainTrack, int* junctionIndex )  //0x09034479E6E3E269

  17. BOOL IS_POINT_IN_VOLUME ( Volume volume, float x, float y, float z )  //0xF256A75210C5C0EB

  18. Any _0xEC97101A8F311282 ( Any p0 )  //0xEC97101A8F311282

  19. void _0xE12D7B4B959644CD ()  //0xE12D7B4B959644CD

  20. BOOL _BOUNTY_REQUEST_COMPLETE_LEGENDARY_MISSION ( Any* outRpcGuid, Any* p1 )  //0xA7309AC0DCF6D950

  21. void _PAUSE_CLOCK_THIS_FRAME ( BOOL toggle )  //0x568D998A9FF96774

  22. Any _0xA8D970D8A72640A6 ()  //0xA8D970D8A72640A6

  23. BOOL FIND_ANIM_EVENT_PHASE ( const char* animDictionary, const char* animName, const char* p2, Any* p3, Any* p4 )  //0x42718CC559BD7776

  24. void RESET_PARTICLE_FX_OVERRIDE ( const char* name )  //0x274B3DABF7E72DEF

  25. HUD

    Any UI_REQUEST_SCENE ( Any p0, Any p1 )  //0xB6857100F8FD433C

  26. Any _0x7A35A72A692BE9DB ( Any p0 )  //0x7A35A72A692BE9DB

  27. MAP

    void _0x97F6F158CC5B5CA2 ( Entity entity, Any p1 )  //0x97F6F158CC5B5CA2

  28. void ACTION_MANAGER_ENABLE_ACTION ( Hash hash, BOOL enable )  //0x7ACF124C12A2B045

  29. void NETWORK_REGISTER_HOST_BROADCAST_VARIABLES ( Any p0, Any p1, Any p2 )  //0x3E9B2F01C50DF595

  30. Any _UGC_QUERY_GET_CREATOR_HANDLE ( Any p0, int index, Any p2 )  //0xADB56322EEDFBDC9

  31. void _SET_OBJECT_BURN_LEVEL ( Object object, float burnLevel, BOOL affectAsh )  //0x2797C633DCDBBAC5

  32. PED

    void _SET_PED_DAMAGED ( Ped ped, BOOL damaged )  //0xDACE03C65C6666DB

  33. PED

    void _0x16F798A05BB9E3B5 ( Any p0 )  //0x16F798A05BB9E3B5

  34. PED

    void _0xD049920CD29F6CC8 ( Any p0, Any p1, Any p2, Any p3, Any p4 )  //0xD049920CD29F6CC8

  35. PED

    Any _0xA180FBD502A03125 ( Any p0, Any p1, Any p2 )  //0xA180FBD502A03125

  36. void _MODIFY_PLAYER_UI_PROMPT_FOR_PED ( Player player, Ped ped, int promptType, int promptMode, BOOL enabled )  //0xA3DB37EDF9A74635

  37. void _0xE5D3EB37ABC1EB03 ( Any p0 )  //0xE5D3EB37ABC1EB03

  38. void _0x6F700A4BF7C3331B ( BOOL p0 )  //0x6F700A4BF7C3331B

  39. void _0xA03A6812529AD9C8 ()  //0xA03A6812529AD9C8

  40. void TASK_SHOOT_WITH_WEAPON ( Ped ped, Any* args )  //0x08AA95E8298AE772

  41. void WAYPOINT_PLAYBACK_START_SHOOTING_AT_COORD ( Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6 )  //0x057A25CFCC9DB671

  42. Any _UI_FEED_POST_RANKUP_TOAST ( Any p0, Any p1, Any p2, Any p3 )  //0x3F9FDDBA79117C69

  43. BOOL _GET_TRAIN_TRACK_JUNCTION_AT_COORDS ( Hash trainTrack, float x, float y, float z, int* junctionIndex )  //0x86AFC343CF7F0B34

  44. Vector3 _GET_VOLUME_COORDS ( Volume volume )  //0xF70F00013A62F866

  45. Hash _GET_CURRENT_PED_WEAPON_AMMO_TYPE ( Ped ped, Object weaponObject )  //0x7E7B19A4355FEE13

  46. void _SET_PLAYER_APPEAR_IN_PHOTO ( Player player )  //0x75D568607909333E

  47. void _0xC1193521E3B9FADD ( Entity entity, BOOL p1 )  //0xC1193521E3B9FADD

  48. void ADVANCE_CLOCK_TIME_TO ( int hour, int minute, int second )  //0x0184750AE88D0B1D

  49. const char* _GET_GAME_BUILD_STRING ()  //0x05A5F662AD35C573

  50. void FORCE_ENTITY_AI_AND_ANIMATION_UPDATE ( Entity entity, BOOL p1 )  //0x4C9E96473D4F1A88

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