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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. void _DELETE_ANIM_SCENE ( AnimScene animScene )  //0x84EEDB2C6E650000

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  2. void TRIGGER_ANIM_SCENE_SKIP ( AnimScene animScene )  //0x4B85B3CF9197AEDF

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  3. void _CLEAR_ANIM_SCENE_WAS_SKIPPED ( AnimScene animScene )  //0x8A8208AE92BF87A5

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  4. void LOAD_ANIM_SCENE ( AnimScene animScene )  //0xAF068580194D9DC7

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  5. void START_ANIM_SCENE ( AnimScene animScene )  //0xF4D94AF761768700

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  6. void RESET_ANIM_SCENE ( AnimScene animScene, const char* playbackListName )  //0x8FDF221F13537936

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  7. void ABORT_ANIM_SCENE ( AnimScene animScene, BOOL p1 )  //0x718CF1328D20C2B3

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  8. void RESUME_ANIM_SCENE_FROM_LAST_CHECKPOINT ( AnimScene animScene )  //0x8E1BA705F63C1925

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  9. void FADE_ANIM_SCENE_AUDIO_IN ( AnimScene animScene, float p1 )  //0xA41351EA2A18A0AD

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  10. void FADE_ANIM_SCENE_AUDIO_OUT ( AnimScene animScene, float p1 )  //0x323E3AD772BA5D57

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  11. void BLOCK_ANIM_SCENE_FADING_NEXT_FRAME ( BOOL p0, BOOL p1 )  //0x1B70811D3BF75DB9

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  12. void SET_ANIM_SCENE_ORIGIN ( AnimScene animScene, float posX, float posY, float posZ, float rotX, float rotY, float rotZ, int order )  //0x020894BF17A02EF2

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  13. void GET_ANIM_SCENE_ORIGIN ( AnimScene animScene, Vector3* position, Vector3* rotation, int order )  //0xADF1D53F3B1FE0A7

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  14. void SET_ANIM_SCENE_PAUSED ( AnimScene animScene, BOOL toggle )  //0xD6824B7D24DC0CE0

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  15. void SET_ANIM_SCENE_RATE ( AnimScene animScene, float rate )  //0x75820B801CFF262A

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  16. void SET_ANIM_SCENE_ENTITY ( AnimScene animScene, const char* entityName, Entity entity, int flags )  //0x8B720AD451CA2AB3

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  17. void REMOVE_ANIM_SCENE_ENTITY ( AnimScene animScene, const char* entityName, Entity entity )  //0x2BF96692C67F3E53

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  18. void SET_ANIM_SCENE_BOOL ( AnimScene animScene, const char* name, BOOL value, BOOL p3 )  //0x519E96C2C68B404B

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  19. void SET_ANIM_SCENE_FLOAT ( AnimScene animScene, const char* name, float value, BOOL p3, BOOL p4 )  //0x6BC5104E68CBEFE8

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  20. void SET_ANIM_SCENE_INT ( AnimScene animScene, const char* name, int value, BOOL p3 )  //0x3A379D2166CF5B92

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  21. void ATTACH_ANIM_SCENE_TO_ENTITY ( AnimScene animScene, Entity entity, int p2 )  //0xDC418495DBA327A1

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  22. void ATTACH_ANIM_SCENE_TO_ENTITY_PRESERVING_LOCATION ( AnimScene animScene, Entity entity, int p2 )  //0x1C0B105C3F30B88D

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  23. void DETACH_ANIM_SCENE ( AnimScene animScene )  //0x6843A1AA3A336DFF

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  24. void DETACH_ANIM_SCENE_PRESERVING_LOCATION ( AnimScene animScene )  //0xA2507C4948C83D2E

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  25. void TAKE_OWNERSHIP_OF_ANIM_SCENE ( AnimScene animScene )  //0xF7A4C571E572D237

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  26. void SET_ANIM_SCENE_PLAYBACK_LIST ( AnimScene animScene, const char* playbackListName )  //0xAB5E7CAB074D6B84

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  27. void SET_ANIM_SCENE_PLAY_LIST ( AnimScene animScene, const char* playlistName, BOOL p2 )  //0x15598CFB25F3DC7E

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  28. void _0x1AD896BF43619551 ()  //0x1AD896BF43619551

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  29. void _DELETE_MGM_SYSTEM ( int mgmHandle )  //0x53CB3970BA02E3CC

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

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

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  32. void _SET_MGM_EVENT ( int mgmEventHandle, const char* p1, Any seatId, int p3, float p4 )  //0x07706C4CC9C6CC9E

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

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  34. void _SET_BREAKOUT_ARCHETYPE ( Ped ped, const char* archetype )  //0x99B2A2E3655DEAF1

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  35. void _CLEAR_BREAKOUT_ARCHETYPE ( Ped ped )  //0xBC781D24AA11F179

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  36. void _0xE12D7B4B959644CD ()  //0xE12D7B4B959644CD

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

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  38. void _PAUSE_SCRIPT_THREADS ( BOOL toggle )  //0x37C1257849DEF24A

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  39. void _SET_PHOTO_MODE_ACTIVE ( BOOL active )  //0xCDCD7B2D49AEE73A

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

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

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

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  43. int _GET_ANIM_SCENE_PLAYBACK_LIST_PHASE_AUDIO_LOAD_STRESS ( AnimScene animScene, const char* phaseName )  //0x9E036D5204FFBBC8

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  44. int GET_ANIM_SCENE_INT ( AnimScene animScene, const char* name )  //0x2B7277484CC095FD

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  45. int GET_ANIM_SCENE_CURRENT_ACTIVE_CAMERA_COUNT ( AnimScene animScene )  //0x4822A65D5AF64E69

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  46. int _CREATE_MGM_SYSTEM ( const char* mgmFilename )  //0xA1300DE03E5D1973

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  47. Hash _GET_ANIM_SCENE_DICT ( AnimScene animScene )  //0xAE5ADA4FE3E21ADC

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  48. float _GET_ANIM_SCENE_RATE ( AnimScene animScene )  //0x43C21623E42B821B

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  49. float GET_ANIM_SCENE_PHASE ( AnimScene animScene )  //0x3FBC3F51BF12DFBF

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  50. float _GET_ANIM_SCENE_TIME ( AnimScene animScene )  //0x61BE7D6186260002

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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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