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RDR2 NativeDB

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

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99 natives in namespace ANIMSCENE

  1. BOOL _0x1407F5115FB9583E ( AnimScene animScene, const char* p1 )  //0x1407F5115FB9583E

    • 0
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  2. void _0x1AD896BF43619551 ()  //0x1AD896BF43619551

    • 0
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  3. BOOL _0x1C5D33A4293E6DDE ( AnimScene animScene, const char* phaseName )  //0x1C5D33A4293E6DDE

    • 0
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  4. BOOL _0x2DB524750DC41ED4 ()  //0x2DB524750DC41ED4

    • 0
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  5. void _0x3641FCD53E59B335 ( int mgmHandle, Ped ped, const char* secondaryVoiceString )  //0x3641FCD53E59B335

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  6. BOOL _0x3B393716C3FD8237 ( Ped ped )  //0x3B393716C3FD8237

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  7. BOOL _0x4B85B3CF91972222 ( AnimScene animScene )  //0x4B85B3CF91972222

    • 0
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  8. BOOL _0x5D7BFDA2290B4E39 ( const char* p0 )  //0x5D7BFDA2290B4E39

    • 0
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  9. BOOL _0x61B2AAEF645DDAF0 ( int mgmEventHandle, const char* p1, int seatId, int p3, BOOL p4 )  //0x61B2AAEF645DDAF0

    • 0
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  10. BOOL _0x73616E64696C132E ( AnimScene animScene, BOOL p1 )  //0x73616E64696C132E

    • 0
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  11. BOOL _0x9AAE3C1148A09BCA ( AnimScene animScene )  //0x9AAE3C1148A09BCA

    • 0
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  12. BOOL _0xA96619FE85159ED2 ( AnimScene animScene )  //0xA96619FE85159ED2

    • 0
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  13. void _0xAE6DE22DE0ED4554 ( int mgmHandle, Ped ped )  //0xAE6DE22DE0ED4554

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  14. void _0xB1A196BAFE650402 ( int mgmHandle, Ped ped )  //0xB1A196BAFE650402

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

    • 0
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  16. BOOL _0xD70C7A30412F8FA0 ( AnimScene animScene )  //0xD70C7A30412F8FA0

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  17. void _0xE12D7B4B959644CD ()  //0xE12D7B4B959644CD

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  18. BOOL _0xEA41D44A8D42057B ()  //0xEA41D44A8D42057B

    • 0
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  19. void _CLEAR_ANIM_SCENE_WAS_SKIPPED ( AnimScene animScene )  //0x8A8208AE92BF87A5

    • 0
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  20. void _CLEAR_BREAKOUT_ARCHETYPE ( Ped ped )  //0xBC781D24AA11F179

    • 0
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  21. AnimScene _CREATE_ANIM_SCENE ( const char* animDict, int flags, const char* playbackListName, BOOL p3, BOOL p4 )  //0x1FCA98E33C1437B3

    • 0
    • 1,075
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  22. int _CREATE_MGM_SYSTEM ( const char* mgmFilename )  //0xA1300DE03E5D1973

    • 0
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  23. void _DELETE_ANIM_SCENE ( AnimScene animScene )  //0x84EEDB2C6E650000

    • 0
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  24. void _DELETE_MGM_SYSTEM ( int mgmHandle )  //0x53CB3970BA02E3CC

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

    • 0
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  26. BOOL _DOES_ANIM_SCENE_PLAY_LIST_EXIST ( AnimScene animScene, const char* playbackListName )  //0xA9016536015DE29D

    • 0
    • 182
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  27. BOOL _DOES_ENTITY_WITH_ID_EXIST_IN_ANIM_SCENE ( AnimScene animScene, const char* p1 )  //0x6F1F0B17109309DA

    • 0
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  28. Hash _GET_ANIM_SCENE_DICT ( AnimScene animScene )  //0xAE5ADA4FE3E21ADC

    • 0
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  29. float _GET_ANIM_SCENE_DURATION ( AnimScene animScene )  //0x49F1D143ADE32656

    • 0
    • 229
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  30. Object _GET_ANIM_SCENE_OBJECT ( AnimScene animScene, const char* name, BOOL isNetwork )  //0xFB5674687A1B2814

    • 0
    • 302
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  31. Ped _GET_ANIM_SCENE_PED ( AnimScene animScene, const char* name, BOOL isNetwork )  //0xE5822422197BBBA3

    • 0
    • 361
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  32. int _GET_ANIM_SCENE_PLAYBACK_LIST_PHASE_AUDIO_LOAD_STRESS ( AnimScene animScene, const char* phaseName )  //0x9E036D5204FFBBC8

    • 0
    • 269
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  33. float _GET_ANIM_SCENE_RATE ( AnimScene animScene )  //0x43C21623E42B821B

    • 0
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  34. float _GET_ANIM_SCENE_TIME ( AnimScene animScene )  //0x61BE7D6186260002

    • 0
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  35. Vehicle _GET_ANIM_SCENE_VEHICLE ( AnimScene animScene, const char* name, BOOL isNetwork )  //0x430EE0A19BC5A287

    • 0
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  36. BOOL _HAS_ENTITY_ENTERED_ANIM_SCENE ( AnimScene animScene, const char* entityName )  //0x337F1CC8EE895601

    • 0
    • 277
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  37. BOOL _IS_ANIM_SCENE_ABORTED ( AnimScene animScene )  //0x34A0671BE613D3D0

    • 0
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  38. BOOL _IS_ANIM_SCENE_LOADING ( AnimScene animScene, BOOL p1 )  //0x59606519FF9D3EC2

    • 0
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  39. BOOL _IS_ANIM_SCENE_METADATA_ASSET_IN_RANGE_LOADING ( AnimScene animScene, BOOL p1 )  //0xF8D1D2DAB6007EEF

    • 0
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  40. BOOL _IS_ANIM_SCENE_PAUSED ( AnimScene animScene )  //0x4B4038796F0D6566

    • 0
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  41. BOOL _IS_ANIM_SCENE_PLAYBACK_LIST_PHASE_ACTIVE ( AnimScene animScene, const char* phaseName )  //0x1F0E401031E20146

    • 0
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  42. BOOL _IS_ANIM_SCENE_PLAYBACK_LIST_PHASE_LOADED ( AnimScene animScene, const char* phaseName )  //0x23E33CB9F4A3F547

    • 0
    • 218
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  43. BOOL _IS_ANIM_SCENE_PLAYBACK_LIST_PHASE_LOADING ( AnimScene animScene, const char* phaseName )  //0x0DF57F86FE71DBE5

    • 0
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  44. BOOL _IS_ANIM_SCENE_SKIPPABLE ( AnimScene animScene )  //0x4CDFFE3189EBDBD0

    • 0
    • 261
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  45. BOOL _IS_MGM_SYSTEM_LOADED ( const char* mgmFilename )  //0xFDFC14799373283F

    • 0
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  46. BOOL _LOAD_MGM_ASSETS ( const char* mgmFilename )  //0xB727A847862CB00A

    • 0
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  47. void _PAUSE_SCRIPT_THREADS ( BOOL toggle )  //0x37C1257849DEF24A

    • 0
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  48. BOOL _RELEASE_ANIM_SCENE_PLAY_LIST ( AnimScene animScene, const char* playlistName )  //0xAE6ADA8FE7E84ACC

    • 0
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  49. _REQUEST_PHOTO_MODE_DEFREEZE ()  //0x41AFA5F228B0B6B0

    • 0
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  50. _REQUEST_PHOTO_MODE_FREEZE ()  //0x7C709C01D43D94CD

    • 0
    • 381
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Red Dead Redemption 2 Native Database by www.mod-rdr.com, includes contributions by gudmunduro and alloc8or.

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